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Is the resolution 1366x768 supported for Widescreen UI? I'm asking this because no matter whether that option is turned On or Off, my UI is the same.
mb2 clienteither you're doing something wrong, or you don't know what the widescreen ui changes
i use the same resolution, and it makes a difference
edit: are you using mb2 client or jamp?
Widescreen HUD in MBII client is always stretched.Yes, that's what I thought, but my hud stays the same when I change that option.
I don't understand it, too.I don't understand why they removed the ratio feature in OpenJK, if it had already existed in JAMP.
Well, that's strange to hear, since some developers said that lack of widescreen support is con of OpenJK engine itself:JAMP does not have aspect correction for HUD/UI/Fonts. In fact it never has.
If there's an issue with the MB2 client, there's something wrong with the mod, not a problem with OpenJK.
It's not up to the OpenJK maintainers to look into problems that are mod specific, it's the responsibility of the mod developers to look into it.
Aaaaaaand this is what @eezstreet posted on github:1. OpenJK is an open source engine modification.
<...>
Cons:
<...>
- it is lacking of some features like ratio fix support (though they started adding it recently, but not completed), so everything looks stretched in the game
I see a lot of contradictions over here.Yes, it has absolutely nothing to do with JAMP or OpenJK. They fixed it in MB2 to specifically fix at runtime with the JAMP engine.
There is no ratio fixing in JAMP itself or OpenJK. Our hands are pretty tied because of below:
Its not feasible to make a 1 way fits all "fix" to make all objects snap how they should at all resolutions without fixing it in each respective mod PLUS the engine/renderer backend itself.
It would be nice to know who spread rumors suggesting JAMP itself was working.
Is it really that time-consuming to have proper UI ratio in MB2 releases? I honestly wouldn't know, hence the question.I made the runtime patch for the ratiofix for JAMP.
Each time OpenJK gets recompiled (updated binaries) all the addresses that have to be patched become different, and finding them all the time and adding to MBII is just a waste of time. JAMP was compiled once in 2003.
Why does it work with jaMME (fonts are aligned more precisely there than in JAMP, btw)? Because I have created custom API (that extends base API), and that does not require runtime patches.
OpenJK devs could also make extended API for the ratio fix. They made it only for fonts and only recently (this year iirc). But there also must be ratio fixes for rotated images (2 types) for the HUD/minimap.
There were/are no rumors. It was always clear as is. At least for those who asked questions.
You seem to be confusing three different people:Well, that's strange to hear, since some developers said that lack of widescreen support is con of OpenJK engine itself:
Aaaaaaand this is what @eezstreet posted on github:
I see a lot of contradictions over here.
So, before I get to my point, I just want to show everybody one more time difference between two engines in widescreen mode.
This is jamp:
And this is MBII Client (OpenJK):
Now it's time to ask Movie Battles team about this thing:
@LoU, @Stassin, @ent, @Viserys, @Spaghetti, is that true?
Did you really create some kind of runtime patching for jamp to fix widescreen HUD?
If you did, why didn't you make same thing for OpenJK? It should be even easier, since OpenJK is open sourced!
If you didn't, can you please comment on last replies from @eezstreet? Any explanations? Because this situation need to be cleared...
Not just time.Is it really that time-consuming to have proper UI ratio in MB2 releases? I honestly wouldn't know, hence the question.
You're not asked to correct it every time a new MB2 devbuild or OpenJK build is up, only between MB2 major/patch releases.
Just make extra API with enums like I did:however that would introduce potential compatibility issues with mods
Since it's just a binary hack, that relies on addresses in memory, it isn't very easy to update for each mb2 release.You're not asked to correct it every time a new MB2 devbuild or OpenJK build is up, only between MB2 major/patch releases.
Indeed he isn't, I know that.- ent is not an OpenJK developer
since some developers [of Movie Battles] said that lack of widescreen support is con of OpenJK engine itself
Oops, that's my fault.- ensiform is not me
Are you telling me there is no way to create API for OpenJK safely?we could extend the API, however that would introduce potential compatibility issues with mods and therefore it's not something we want to pursue.
I won't.Don't complain at us for "removing" something when we didn't remove it, the devs just didn't fix it.
We don't use that old trap API for OpenJK-based things, we use something similar to what SP does with pointers.Just make extra API with enums like I did:
jaMME/cg_public.h at master · entdark/jaMME · GitHub
just assign to some big number.