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Messages - Tarvis

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106
Suggestions / Re: Aspect Ratio Correction option
« on: May 09, 2013, 03:02:27 am »
I was thinking main options screen as well. I was thinking the shader selection button could be replaced with a Software/OpenGL toggle button and then a Video Options button next to it which will take you to a list of shaders/aspect ratios. How does that sound?

If not, it could go as its own option under the volume options.


Here's my fork if you want to check out what I've done so far. It slows down the game quite a bit since it's called from Refresh at the moment, but I'll move it to init/resize later so it's only called once per resolution call.

All I have left is to implement it for the software modes and figure out the options menu so I can add it there. I'll have to look over it and learn it all so it might take a while.
Attached are examples taken at 640x480 resolution.

107
Suggestions / Re: Aspect Ratio Correction option
« on: May 08, 2013, 04:49:37 pm »
I think for windowed mode it would be best to ignore this option, because it doesn't make sense to have black bars in a window when the window itself can be resized instead; but at the same time it wouldn't match the selected resolution for windowed mode.

Should this option be added to the main screen or to Advanced Options? I could turn the fullscreen/windowed buttons into a toggle and use the space from that to make a button for it. I'll give it the following choices:

-Off
-Auto (Calculates using inwidth/inheight to be compatible with changed base resolution later if this feature is expanded upon, would be default)
-4:3
-5:4
-16:10
-16:9
-235:100

EDIT: Hmm, the SDL software-renderer scaling functions are too hardcore for me and I'm not sure how to adjust them for aspect ratio, so for now I've only got it implemented for OpenGL. Modifying the dst surface dimensions in _zoomSurfaceY perhaps? Also, Volutar is right, if I adjust the ScaleX/Y variables to scale mouse movement then the Geoscape screen and others get a little off, so for now the aspect ratio adjustment is purely visual.

108
Suggestions / Re: Aspect Ratio Correction option
« on: May 08, 2013, 11:30:32 am »
OK! All it takes is altering the coordinates of the screen texture's triangle. As far as I can tell, geoscape and everything looks fine. It even adjusts the shaders accordingly (only curves the letterboxed area with CRT shaders, for example)!

Now I'll just write the option for it and it should be all set. How about mouse speed? Should that get adjusted too?

109
Suggestions / Re: Aspect Ratio Correction option
« on: May 08, 2013, 09:45:36 am »
All I mean is letterboxing. Black borders. Not expanding the game geometry.

I haven't looked into the code yet so I can't say for sure, but if the 320x200 game is being stretched to fill the current resolution, then there should be a way to make it draw to a differently-sized poly. If rendering to the screen texture isn't one step then it could be done in post-processing just like the GL shaders are.

I'll look into it and see. The only complication I can think of at the moment is how shaders should handle this. Should they work off of the entire screen or only the letterboxed area? I'm leaning towards the latter.

110
Suggestions / Aspect Ratio Correction option
« on: May 08, 2013, 03:45:35 am »
The game seems to be designed for 16:10 aspect ratio, due to the globe in Geoscape looking round in 320x200. Right now the game is stretched to fill the whole window, which means it looks stretched or flattened if you're playing fullscreen with a 4:3 or 16:9 monitor.

It is true that most games that ran at 320x200 accounted for the fact that the resolution is usually scaled to 4:3, but as the globe looks oval when this is done, it seems XCOM wasn't designed with that in mind.

It would be nice if there was an option to letterbox the game to 16:10, especially since most video card drivers don't have 16:10 resolutions past 1280x800 enabled by default. This is merely so the game doesn't look flattened if you're playing it at 1920x1080, for example.

UFO Extender for the regular Windows version of XCOM has an option for this. It's an extremely trivial change, so I could probably add it myself if the devs have higher priorities.

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