OSP...correct aspect ratio for widescreen?
Started by sedawkgrep
avatar
sedawkgrep Rep. 2440
#1   52 hrs ago
I've been living with this stretched aspect ratio in OSP for years and finally decided to try to fix it.

I fired up quake3e, changed my resolutions around a few different ways with just vanilla q3 and noticed my reticle is seemingly round at 1920x1080. Yeah - Aspect ratio seems ok....

Fire up OSP and it's back to being stretched again. Am I doing something wrong? I'm pretty sure both q3config.cfgs have the same graphics settings. Running Linux btw if that matters at all.

avatar
Tig Rep. 2842
#2   46 hrs ago
@sedawkgrep Pretty sure the engine (Quake3e) is loaded first and sets the default. Then the mod code (OSP) applies it's changes.

I'm unsure if this would work, but you could try including ZTM's Flexible HUD - lvlworld.com/mod/id:42 - alongside OSP using combination of fs_homepath and fs_game

avatar
leilei Rep. 533
#3   34 hrs ago
The hud's handled by cgame which has its own 2d drawing functions that assumes a stretched 640x480 for all the 2D. The engine can't really touch that unless it's got a special hack for it and the only one I know that tries to do that is FnQuake3 (Fappin' Quake3) which wasn't a very public source port - but did have options for treating cgame module drawing maintained to the center. This would break the teleport flash effect though
Edited 4.12 minutes after the original posting.

Only registered members can post a reply.
Already registered? Sign in.

aim_map
Clear