User panel stuff on forum
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2008-11-08, 22:11
Member
4 posts

Registered:
Nov 2008
Hello guys,

I've been trying to get my EZQuake to look as close as possible to the old 320x200 software days. So I read in the EZQuake manual about a command line option called "-autostretch". It says:

-autostretch
This switch enables the stretching of the screen through pixel doubling when using high resolutions.

I've tried in both GL and non-GL bat files to launch the game with this command line option with no effect whatsoever. I set a high resolution like say 1024x768 or higher, and (in GL) set the conwidth and height to 320 and 240 respectively. It looks exatcly the same as if I didn't include "-autostretch" in the command line. I've also tried to do it in the software EZQuake, same result.

I've asked this on the #EZQuake IRC channel but no one answered. So what am I doing wrong? Does the command even work?

The reason why I don't just launch the software EZQuake and play in 320x240 is because I have a VW222U 16:10 monitor that doesn't have pixelmapping, so it will stretch resolutions below 800x600 to fill the entire screen. It is not possible to force it into 4:3 either in the screen's menu or via the nvidia driver - believe me I've tried.

So I'm hoping someone can shed a little light on this =)

Hope to hear from ya!
2008-11-09, 03:13
Moderator
1329 posts

Registered:
Apr 2006
You can't use software to stretch resolution to "fill" your screen (or scale) with TFT. You need to have it done by 1) the monitor itself 2) or by the gfx card driver.

You should consider running QW at native resolution, and correcting world geometry using wiki entry I wrote last year. Of course the image will look "nicer" due to higher resolution but it's the only way of doing it properly.

After geometry correction, you can choose to have "normal" FOV and less information vertically or increase FOV and keep all the vertical information (fov 120 4:3 ~ fov 128 16:10 keeping the same vertical information).
Servers: Troopers
2008-11-09, 09:12
Member
4 posts

Registered:
Nov 2008
Thanks for your answer. I some time ago made a widescreen quake setup from that article. But I don't see how it can be used to display a 4:3 image by changing con width and height, wont it always be "widescreen" no matter how i twist and turn the parameters. At least that's what I've experience. But it's weird that the devs would include a command such as that autostretch if it has no use. If only I could get my screen to display the 320x240 software as 4:3 all would be fine, but flat panel scaling is broken in nvidia since I don't know when (at least for my card 8800gts). My screen will only allow me to adjust the aspect ration on resolutions it percieves as true 4:3 resolutions that are at least 800x600 (640x480 fx. it just presents as widescreen and doesn't care that I think it shouldn't be).

I hoped it was possible to set 800x600 (which my screen correctly displays as 4:3 with 2 black vertical bars) and then use the "autostretch" to scale a 320x240 "image" up to 800x600. But I guess not =/

Edit: btw when I run software ezquake at ingame 320x240 - when i check the screens resolution using the menu it says that it is running 640x480 (the lowest resolution it can display (but in widescreen)) so the screen IS capable of "upscaling" resolutions.

Edit2: Through some nvidia "hacks" I got the driver to apply the "do not scale" scaling. The image of the 320x240 is very small - but a step in the right direction. I can't get "Fixed aspect ratio scaling" to work in the nvidia driver though =/
2008-11-09, 13:02
Moderator
1329 posts

Registered:
Apr 2006
LucyLiu wrote:
Thanks for your answer. I some time ago made a widescreen quake setup from that article. But I don't see how it can be used to display a 4:3 image by changing con width and height, wont it always be "widescreen" no matter how i twist and turn the parameters.

Yes, of course it is like this. The world geometry needs to be corrected so it doesn't look "fat" or "wide".

4:3 fov 120 compared to (after geometry correction):
16:10 fov 120: You have the same visibility sideways, but are missing information from upper/lower parts of the screen.
16:10 fov 128.6: You have the same screen information vertically as 4:3 fov 120, and on top of that you get extra information sideways (or horizontally if you wish).


Quote:
At least that's what I've experience. But it's weird that the devs would include a command such as that autostretch if it has no use. If only I could get my screen to display the 320x240 software as 4:3 all would be fine, but flat panel scaling is broken in nvidia since I don't know when (at least for my card 8800gts). My screen will only allow me to adjust the aspect ration on resolutions it percieves as true 4:3 resolutions that are at least 800x600 (640x480 fx. it just presents as widescreen and doesn't care that I think it shouldn't be).

I hoped it was possible to set 800x600 (which my screen correctly displays as 4:3 with 2 black vertical bars) and then use the "autostretch" to scale a 320x240 "image" up to 800x600. But I guess not =/

Edit: btw when I run software ezquake at ingame 320x240 - when i check the screens resolution using the menu it says that it is running 640x480 (the lowest resolution it can display (but in widescreen)) so the screen IS capable of "upscaling" resolutions.

Edit2: Through some nvidia "hacks" I got the driver to apply the "do not scale" scaling. The image of the 320x240 is very small - but a step in the right direction. I can't get "Fixed aspect ratio scaling" to work in the nvidia driver though =/

Ye I got it what you meant, and I gave you means to use all of the screen area with proper geometry, because really, software can NOT scale image to fill pixels on screen (physically) like monitor/driver scaling does. And yes I know NVIDIA driver scaling is badly broken on certain setups, it works somehow for me but depending on the game it does horsecrap or nothing at all (how could they break this in the first place and then haven't been able to fix it?).

There is a slight problem with quite many TFTs: They are not able to display resolutions lower than 640*480 for some reason. My NEC totally refuses to set any resolution below that and I've seen this happen on few other TFTs too.
Servers: Troopers
2008-11-09, 17:59
Member
4 posts

Registered:
Nov 2008
Yeah exactly =) I trying to explore the possiblity with other refresh frequencies, as I just noticed that my lcd can do 72 and 75 hz, and that I can force them into 4:3 in @ those rates, but not at 60 -- weird? BTW: I cant seem to find how to adjust the con height and width in software, maybe those just arent there?

Edit: By enabling the old nvidia control panel with the reg hack (change "ContextUIPolicy" in "[HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\NvCplApi\Policies" to 0000001) and enabling the refresh rate overrides (create the DWORD "NvCplDisableRefreshRatePage" in "[HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\nvtweak" with the value 00000000), I was able to get the 320x240 to display in 4:3 after enabling the flat planel scaling, and setting it to fixed aspect ratio (this required another reg hack via en exe from nvidia (http://nvidia.custhelp.com/cgi-bin/nvidia.cfg/php/enduser/std_adp.php?p_faqid=2064)-- lol). But oddly enough, the screen displays the 320x240 in 1280x1024@75hz with small borders also on the top and bottom. It looks ok so I'm not complaining =) So what I had to do:

1. Set Fixed aspect ration flat panel scaling.
2. Notice what resolution the LCD presents the 320x240 in -- and force that resolution to 75hz because @60hz the flat panel scaling didnt work.
2008-11-13, 07:13
Member
5 posts

Registered:
Nov 2008
im the other way, im trying to get my mac 1.9.2 GL verion to look like gl, instead of looking like 640x480 software.. ... any suggestions i would be most grateful.

Gravity.
2008-11-13, 11:31
Member
4 posts

Registered:
Nov 2008
did you try messing with the texturemode? gl_texturemode

The "software look" texture rendering mode is GL_NEAREST so make sure it's not on that setting.
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