OSP...correct aspect ratio for widescreen?
Started by sedawkgrep
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sedawkgrep Rep. 2577
#1   6 days 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.

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Tig Rep. 2842
#2   6 days 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

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leilei Rep. 533
#3   5 days 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.
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sedawkgrep Rep. 2577
#4   29 hrs ago
@Tig :
@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...

I tried ZTM's mod and it clearly says it doesn't support other mods. Which makes sense as it (IIRC) contains its own qvm.

I'm not sure what the fs_homepath and fs_game settings would help here - do you mind clarifying that for me?

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sedawkgrep Rep. 2577
#5   29 hrs ago
@leilei :
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...

Bummer. It's such a damned shame OSP didn't release their code. It hasn't been updated for ~23 years now and is apparently just dead and gone.
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Tig Rep. 2842
#6   27 hrs ago
@sedawkgrep : After leilei's post, I played around a bit with some options, and there is no choice with the current OSP mod (without the source code) except for the following. Well, at least from what I can work out.

  • In your OSP directory, make a '/gfx/2d' directory structure.
  • Extract the crosshairs from pak0.pk3 to your OSP directory. These are located in /gfx/2d/croshair*.tga, and place these in the directory you made.
  • Open these (or just the one you want) in a graphics program that can handle TGA (like GIMP).
  • Horizontally scale in (shrink) the texture (not the canvas size) to suit your aspect ratio. For example, if you are on a 16:9 screen like 1920x1080, this would be a resize from 32px to 24px wide. Save the TGA graphic. Does not need to be in a PK3.
  • start OSP, bring down the console and type \cg_drawCrosshair X - where X is a number from 1 to any number (see below). '0' is no croshair. You may have to cycle through. You can also select from the menu. In the menu it will look wrong, in game it will be correct.
  • You should see the cross hair change and with luck, you will be able to see your aspect correct cross hair.
Note: It is important to keep the base graphic size square. The default low resolution graphics are 32x32 pixels, but you can create a hi-def texture. I played around with 64x64 pixels (48 horizontal width) and it looked great.

When typing a crosshair number, they just cycle back to the beginning. Does not seem to matter what number you type. I had to type \cg_drawCrosshair 11 on the console to see my non-PK3 graphic, but I could also select it from the game menu.

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sedawkgrep Rep. 2577
#7   14.81 hrs ago
@Tig :
@sedawkgrep : After leilei's post, I played around a bit with some options, and there is no choice with the current OSP mod (without the source code) except for the following....

Oh Tig - I'm sorry that's not the problem I was trying to solve.

I was working under the (possibly incorrect) assumption that since the crosshair/reticle was stretched, the entire FOV was stretched. Hence the topic of aspect ratios for widescreen.

I thought the rendering and hud were all tied in together, but apparently I'm wrong on that, and upon thinking about this more it really makes sense that the hud is independent. Sorry to waste your guys time on this...

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Tig Rep. 2842
#8   13.86 hrs ago
@sedawkgrep : No need to be sorry at all. It is only the hud and hud elements (like the crosshairs) that will be stretched, something I always thought was an odd oversight. The game space is aspect ratio correct if you use 'r_mode -1' or 'r_mode -2' with Quake3e
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sedawkgrep Rep. 2577
#9   13.83 hrs ago
@Tig :
@sedawkgrep : No need to be sorry at all. It is only the hud and hud elements (like the crosshairs) that will be stretched, something I always thought was an odd oversight....

Yeah for sure!

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