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HUD Aspect Correction

Open Sol1vaN opened this issue 5 years ago • 12 comments

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

Sol1vaN avatar Nov 08 '20 17:11 Sol1vaN

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 :)

DanielGibson avatar Nov 15 '20 23:11 DanielGibson

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.

Sol1vaN avatar Nov 20 '20 02:11 Sol1vaN

I took a look the cstdoom3's source code. It has a cvar that handles this, named cst_hudAdjustAspect, which is called in idPlayerView::RenderPlayerView (in both base and d3xp). ~~I've extracted the relevant code to a gist~~. This isn't quite right, as this only controls the drawing of the Lag meter. If you grep around for cst_hudAdjustAspect you can see that there's an anchoring system for UI elements.

The-King-of-Toasters avatar May 13 '21 07:05 The-King-of-Toasters

This requires adjusted .gui files that use cstAnchor. So far I have avoided shipping custom data files (and they'd only be for the base game and RoE anyway, doesn't help for mods) and I think I'd like to keep it like that for now.

DanielGibson avatar Jun 02 '21 02:06 DanielGibson