![]() ![]() That will tell you what your options are.The Sitter's Revenant is much better than original model and the lost soul destruction effect is better than original model.It is part of progress. ![]() That's probably the first step - to understand what you're dealing with. They'd probably be more receptive if you submitted a fix with the question! I can't comment on your idea, though, without doing a bunch of tests, and checking out the source in detail. ![]() You should probably ask on the ZDoom forum. Does this sound feasible to anyone with expert knowledge of the Q/GZDoom codebase? A simple boolean to keep track of which to use could be set to the legacy process by default (so as not to break compatibility with the hundreds of established ZDoom/GZDoom wads and mods), and a wad or pk3 author could force the new process should they want a widescreen (or other resolution) TITLEPIC/INTERPIC/BOSSBACK via some sort of wad or pk3 lump/script. I'm thinking the best way to go about it would be to add the widescreen-supported rendering process to the codebase while maintaining support for the original legacy rendering process. Is there any way I could take a crack at a fix myself? I like when I follow the rules, and things just work, without the hassle of special flags. So, sketchy auto-detect, or new flag in MAPINFO: It could make an assumption that any non-320x200 image has square pixels, and that would probably solve it most of the time. My point is that the engine cannot determine the original pixel size on its own. And, there's nothing in those source images to indicate that it's a 4:3 image. to fill the screen.) The big problem is that in that old 320x200 mode, pixels were not square, they were rectangular. A possible solution is a setting, maybe in the MAPINFO file that triggers the renderer to assume that the pixels in the image are to be interpreted as square pixels (which would cause the OP's image. I suppose it should be able to determine that the image is not 320x200, and display the image as widescreen, but it's also possible to have a 4:3 image that's not 320x200. But it assumes that the source image is 320x200. Currently, the code tries to maintain proper aspect ratio so the images don't look stretched. Does anyone really buy the "switching between 16:9 for gameplay and 4:3 for screens doesn't look ugly and unprofessional" argument? To me it sounds like pointless refusal to update in an obvious way, even if the issue isn't of much consequence overall. Support for widescreen custom titlepics/interpics also seems like an obvious improvement to be implemented. I might be misremembering, but don't some ports have an option that allows interpics/titlepics to be stretched to fit? Such an option would surely be easy to implement and a net positive. So, what, do you have a quad-4k monitor setup? Is the image faked? Did Imgur resize the image? How do you get a 7094x3741 resolution anyway? GZDoom is doing *exactly* what it should be doing : Allowing the picture to be displayed as large as possible, while maintaining aspect ratio. The conclusion is, based on your screenshot and your statement that the source image is 3840x2160: So GZDoom must start drawing the image at 443.333_ / 2, or 221~ pixels to the right, with a 221~ pixel gap on both sides of the screen, to maintain aspect ratio. Instead, adjusting the X coordinate, your X coordinate is 443.333_ pixels too wide to allow a 3840x2160 picture to completely fill both dimensions. Therefore, your Y resolution is 249.375 pixels too short to allow a 3840x2160 picture to completely fill both dimensions. If both the image and the display resolution are at the same ratio, the picture fills the screen horizontally and vertically, but if the ratios are different, the picture can only fill the screen on one of those 2 dimensions.Ī known 16:9 ratio is 1920x1080, or as you suggest, 3840x2160. When performing a best-fit image display, with the goal of maintaining aspect ratio, the algorithm guarantees that the picture is stretched/shrunk to make sure that it fills at least one dimension. For a proper 16:9 image to fill that screen, you'd need to lower the X resolution, or raise the Y resolution. How you got Doom to output such an image is a mystery to me, however, it is not a standard 16:9 size. The dimensions of the screenshot you posted are 7094x3741. ![]()
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