Star Trek Fan Games
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Widescreen issue - stretched planets
http://bote2.square7.ch/forum/viewtopic.php?f=18&t=4097
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Author:  skeeter [ 31 Jan 2011, 21:24 ]
Post subject:  Widescreen issue - stretched planets

Noticed stretching on the planets and stuff. Im guessing it isnt built for widescreen yet i.e scale proportionate to the aspect ratio and res?

Any manual fixes?

Attachments:
bote ws issue.jpg
bote ws issue.jpg [ 314.23 KiB | Viewed 4662 times ]

Author:  Malvoisin [ 31 Jan 2011, 21:30 ]
Post subject:  Re: Widescreen issue - stretched planets

not right now. SirP plans to have a window-mode, so it can be scaled as the user wants it to be scaled. Since graphics are originally for 5:4 ratio resolutions, you could then scale it to fix vertically to your screen and have small empty areas to the left and right of the screen where your desktop would probably "shine through" ;). Maybe there'll also be a way to have black borders like in videos which would look much better.

Maybe planets can be destretched in particular since they are the most common thing to notice that the screen isn't exactly in its intended proportions..

Author:  skeeter [ 31 Jan 2011, 21:50 ]
Post subject:  Re: Widescreen issue - stretched planets

I do hope 16.9 can be used at some point the extra space would be a god send for info to display for 4x games. Im sure thier is some fancy coding which can help without redoing images. Ask mike about how he does his maybe he has some tips on how to achieve this?

Author:  Malvoisin [ 31 Jan 2011, 22:04 ]
Post subject:  Re: Widescreen issue - stretched planets

hm I guess that remains the beauty of Mike's way to do the UI with vector graphics. I doubt we ever get something like this without redoing images. Maybe a 16:9 separate bote(2).exe file which uses space for some extra info using regular images, some kind of an add-on view so to speak. Right now I think this won't be achievable that easy so it's something for version >1.0.

Author:  skeeter [ 31 Jan 2011, 22:09 ]
Post subject:  Re: Widescreen issue - stretched planets

What method of programming is used in bote maybe i can google a workaround?

A workaround i think would work and is quick but in the long term not so good if u can do proper 16.9 at some stage as the amount of users on non ws displays are quickly diminishing as their getting cheap enough now.

http://stackoverflow.com/questions/1900 ... ltaneously

Basically the idea is to center the game and if a widescreen res is choosen and detected some background art or somit can be used to fill the black side bars.

Author:  Malvoisin [ 31 Jan 2011, 22:18 ]
Post subject:  Re: Widescreen issue - stretched planets

a pretty old one, C++ with MFC classes and GDI+. Could be there is a solution. I'd have to say, as far as I know, SirP hasn't researched much into this yet since other things were more pressing in the past. I believe though he was quite convinced that it wouldn't work that easily, that's why he didn't quick-fix it on-the-way up until now.

about 16:9 getting more-widespread, sure, that wasn't that clear 7 years ago when SirP started the project.

Author:  skeeter [ 31 Jan 2011, 22:28 ]
Post subject:  Re: Widescreen issue - stretched planets

Ah never realised its been 7 years. lol. Good job hes done in the time its very nearly almost the whole game bar some features really. :)

http://forums.tigsource.com/index.php?topic=5185.0

Duno if thats any help just lookin for 2d scaling of images and found that for now. Now i know what its coded in i can narrow search a bit more.

Edit - Hmm i focused the search on GDI+ and found this. It might help i duno. Btw this isnt a priority but a general help for the future when he gets round to adding ws support if he wants to.

http://www.codeproject.com/KB/GDI-plus/ ... ation.aspx

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