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Doom3 - Widescreen Support

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  • Korax
    started a topic Doom3 - Widescreen Support

    Doom3 - Widescreen Support

    I've just released a tweak for Doom3 that enables the selection of a decent balance between letterbox and widescreen resolutions from both the menu systems of the base Doom3 as well as its expansion pack!

    DOOM 3 Widescreen Support | Korvin Korax

  • WhiteMagicRaven
    replied
    I am also downloaded Doom III Source Code and looking for a ways to fix some issues.
    Like remove rotate camera at 45 degreaa after death. Allowing knockingback after death like quake 3 it do.
    Some one else who work with doom3 engine is https://github.com/janisl/doom3.gpl
    and Hexen:Edge of Chaos: News so if you have enough time, you can join to hexen edge of chaos developers.
    The Doom III Source Code is very hard to understanding.
    And as sayed above.
    r_mode -1
    r_customwidth 1920
    r_customheight 1080
    vid_restart
    all these will allow you to use non listed resolutions in doom3

    Leave a comment:


  • Korax
    replied
    Update:
    I've fixed that micro stutter you get when you got a decent GPU and got vsync on. I did a tweak to the engine to internally handle the state of the "com_fixedTic" cvar to have the engine render smoother under vsync conditions and yet at the same time maintain the 60hz limit when running with vsync off.

    It'll be great to have some tests on this!

    Leave a comment:


  • Korax
    replied
    I've further improved the FOV calculation. It will calculate the correct FOV for any given resolution whether that resolution is on the menu or not (custom).

    Via the original "r_aspectRatio" cvar you only have a choice of 4:3, 16:9 and 16:10. It should be completely dynamic now. I've also with the update added some instructions how to use a custom resolution. Obviously this instructions doesn't include "r_aspectRatio".

    I'm very interested if someone with a 5:4 can test this out and even better if I can get a test on a "tall" resolution.

    I've just updated the package, if you have a screen thats not a 4:3, 16:9, 16:10 the update might work for you to download it again.

    Leave a comment:


  • Lerster
    replied
    Thanks.

    Will try it later, def sounds better than the bs i found on a forum:

    Doom 3 doesn't show most of today's common resolutions in the settings menus. Set your graphics options to where you want them, and ignore the resolution.
    Add +seta com_allowconsole 1 to the Set Launch Options box in the Properties menu in the Steam Library. Run Doom 3 again and press ~ to bring down the console.
    Type seta r_customWidth 1920, enter, seta r_customHeight 1080, enter, and seta r_mode -1, enter. Then type vid_restart. Doom 3 will appear to exit for a moment, then come back up with a grey screen for a few seconds. After that, it's all set up, go kill demons.

    It works that method above, but its annoying to type in and yes as smarter ppl said i could've made an autoexec.cfg (however i had no idea) these was accepted in other id games... prior to hearing it from others... due to lack of information.

    So yeah w/e.

    ~Cheers, and thanks, if it works then thank you very much for making life easier... shame carmack an his crew couldn't do that shit from day one... and i hope to god if they release a doom 4 they DO FIX that ISSUE! with reslutions.

    ~Cheers.

    Leave a comment:


  • Korax
    replied
    Exactly!
    This is something that has been puzzling me for quite a long time. Quake1 has manual FOV settings via the console, Hexen II has a FOV cvar (which didn't work at all), Quake2 has a whole lot of FOV code (even more hassle to get rid of it).

    In idTech4 it even makes less sense than the older ones because you can set a custom resolution, but on aspect you only have an option between 3 aspects... 4:3, 16:9, 16:10 and if it happens that your custom resolution doesn't conform to those three aspects, then you're screwed. My one friend has a 5:4 screen, he'll never be able to fully appreciate the game without some squashing or stretching of his custom resolution.

    Leave a comment:


  • MH
    replied
    The aspect ratio is explicitly tied to the resolution: if your resolution is 1600x900 your aspect is 16:9 (and your FOV should auto-adjust for this aspect). Separating them doesn't make any sense to me. (Refresh rate is something that's also explicitly tied to resolution but which you often see separated too...)

    This is something that I think engines should get right; providing a cvar for it is like saying "bleagh, too much work for me, let the user handle the hassle".

    Leave a comment:


  • KillPixel
    replied
    I should never have doubted you. This tweak is essential.

    Leave a comment:


  • Korax
    replied
    It calculates the aspect automatically. The reason for this is, unlike original Doom3 we are now dealing with multiple aspects in the menu.

    Independant setting rez and aspect works if you always know the the rez coming from the menu will be 4:3. Which means only in the exception of (power) players setting custom resolutions from the console will know to actually change the aspect from the console too. A laymen player might not know how to do that if he only knows how to change the rez from the menu.

    Thats why it has automatic FOV calculation.
    What I could do is adding "r_aspectRatio" back in making its default setting -1 which will translate to calculating aspect automaticaly, then setting it to 0, 1 or 2 will override the auto calculation with the original method.

    It should take care of weird resolutions thats not the common 4:3, 16:9, 16:10 ratios. It will then give the player to choose the one that gives the best results for the chosen custom resolution.

    In short, only add automatic logic for "r_aspectRatio" when its set at -1.
    Oh, regarding "r_mode"... 0 is the new 3.
    Last edited by Korax; 03-13-2012, 03:47 PM.

    Leave a comment:


  • talisa
    replied
    yeah i just tried it, and it automatically fixes fov with this modification from what i saw.
    tried making pics of doom3 without the patch with resolution at 1920x1080 with "r_aspectRatio 1" which is for 16:9.

    then made a copy of my doom3 folder, tried applying the patch to the copy and setting resolution to 1920x1080 through menu, restarting doom3, and making another screenshot, and they looked identical

    so seems it automatically fixes the fov

    Leave a comment:


  • KillPixel
    replied
    Originally posted by Korax View Post
    One question: The changes I've done effectively removed the "r_aspectRatio" cvar because the FOV gets calculated dynamically when you select the resolution... for the gaming community, is that a big deal or not?
    r_aspectratio is necessary. If the selected aspect ratio does not match the actual aspect ratio of your chosen resolution you will get horizontal stretching. Of course, I say that not knowing how the mod works. I guess you have certain aspect ratios linked to the resolution? In Vanilla doom3 the FOV, aspect ratio and resolution are independent and controlled independently. This means one does not effect the other two.

    Also, the Doom3 FOV is approx. 88, I greatly prefer 90.

    This is Doom3 with a correctly set aspect ratio and resolution with a FOV of 90. Isn't it beautiful?
    [ame="http://www.youtube.com/watch?v=fVBfmC6pwgo&feature=g-user-u&context=G2730383UCGXQYbcTJ33baXymi8pLZytz_HD0riH 7lyxwDXqixH5U"]aspect ratio and FOV[/ame]
    Last edited by KillPixel; 03-13-2012, 03:04 PM.

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  • talisa
    replied
    simple but nice modification. its nice that with this small modification you can just pick widescreen resolutions in the menu instead of having to mess around with editing config files manually

    for me personally it isnt an issue at all that i cant manually set fov higher, i dont use that anyway myself

    btw the ability to turn the crosshair off is nice too, makes you feel more emerged into the game, cuz overall the crosshair is just distracting
    Last edited by talisa; 03-13-2012, 02:28 PM.

    Leave a comment:


  • Korax
    replied
    I have actually checked that out and did some experimental stuff, but the results were not satisfactory yet. When you start to hack around too many parts of the code you know you're starting to screw things up. Theres probably something obvious that I'm missing.

    I ended up also looking at what Quake4 does and decided for the moment to rather leave it to stretch than messing up the code before I get to a proper solution for it. The other thing to consider is that the menu UI system is used all across the game, like on screens, doors and stuff. The tests that I did to try and resize it, also resized it in-game on doors and stuff.

    Once I get to grips with the engine tech I'll make another update to fix that properly.

    One question: The changes I've done effectively removed the "r_aspectRatio" cvar because the FOV gets calculated dynamically when you select the resolution... for the gaming community, is that a big deal or not?

    Leave a comment:


  • talisa
    replied
    might try it later

    Leave a comment:


  • KillPixel
    replied
    Nice, that's handy.

    I made a widescreen crosshair for doom 3 a while ago, I've been meaning to do this to the hud and PDA menu. But the method I used for the crosshair (compressing the graphic horizontally so it stretches out to appear normal) is impractical for those things.

    Do you think it would be difficult for one to make it so the UI elements to retain their dimensions regardless of resolution and aspect ratios? Even Quake4 stretched these things out...

    Leave a comment:

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