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HUD Aspect Correction #324
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I'll have to look at cstdoom3 (and probably their source code) and figure out how they're doing this and maybe adept that change to dhewm3. Right now I don't have the time (right now I don't even have the time to finally finish that 1.5.1 release), but I hope I'll get around to it eventually :) |
Really thanks, I hope some day you have some time. I know that this is a lot of work to do. Thanks men, and I'll be tuned with your news. |
I took a look the cstdoom3's source code. It has a cvar that handles this, named |
This requires adjusted .gui files that use |
As more people have asked for widescreen HUDs recently: If someone else wants to port the cstdoom3 code to make them work, I'd probably merge that code, if it's clean and doesn't break anything else etc. I'm still not keen on shipping any game data with dhewm3, but if anyone creates mod .pk4 files with widescreen HUDs (that use |
So glad to see this! I hope that someone with the skills can do this; I was literally just searching for a mod that might be compatible with dhewm to fix the HUD, came across cst, and then this thread. |
oh please, this was posted in 2020, cmon, merge the code to dhewm3. |
I'm currently busy with that >60fps code. Would appreciate if someone else could look into this feature |
Delete this if needed but I just wanted to say I’m psyched for > 60 fps in dhewm! Any kind of eta on this? |
I'm glad you're looking forward to that feature, but keep in mind and it can still happen that it won't work out. If you (or anyone else) want to help, testing the work-in-progress builds I occasionally post at #585 is extremely helpful. "Just" playing the base game and d3xp at a higher refreshrate and looking out for bugs (and reporting them of course). I can't play the whole game (and addon) over and over again myself, because then I wouldn't have time for actually coding the features ;) I've just posted an updated Windows build at #585 (comment) |
I will certainly keep this in mind, although, personally, I’m afraid I’m not so familiar with D3 to be able to confidently say what’s behaving correctly and what’s not. I did want to mention, and this might be unhelpful, but the Project Cartographer dev team recently uncapped the fps for Halo 2 Vista; it was something that many never expected to happen. They have a discord server and might be willing to help if you have questions - assuming of course that this is even remotely similar to the work they did. |
Halo2 and Doom3 have very different code bases, so I doubt they could help much, apart from general suggestions..
Well, sometimes things are obviously broken, like a crash or error message or a monster that seems stuck or is unable to walk up stairs, or something being ridiculously fast or similar. |
Hi there,
I've found a problem with the HUD that always streched.
on CstDoom3 this problem are corrected very well.
Is possible to replicate the same on dhewm3?
Comparative screenshots:
https://media.moddb.com/images/members/4/3399/3398919/profile/cstdoom3_v2_0_hud_corr_sp_off.jpg
https://media.moddb.com/images/members/4/3399/3398919/profile/cstdoom3_v2_0_hud_corr_sp_on.jpg
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