Hi-Res (640x480) woes.

NickyP

Active member
I'm starting to think there's a legitimate reason very few people have made a hi-res BOR mod. It's pretty annoying how the screen size properly shifts with video 2 in videos.txt, but all other settings are left alone for the default 320x240.

Take these screenshots of a demo I've been fiddling with, for example.

sZ5rC3C.png


This is the character select screen. The background is black, yet it's a 640x480 image. Notice how the character is still positioned as if it were 320x240.

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Another example of the character select screen issue.

(In case you're wondering, yes: the offsets are proper. See the image below)

L8KJCAv.png


Now we're in gameplay. Notice how Player 1's life bar, and Player 2-4's "Press Start" are still designed for 320x240, despite video mode being set to 2.

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... And yet, the title screen is properly formatted in the middle to match with the resolution.

What gives?
 
I sense that you meant, how come the defaults for lifebars and such are not adapting to higher resolutions.

I think it has something to do with the fact that you can modify these values via levels.txt, except for the menu though which (assuming if I'm right) was designed to be centered on any resolution.

With that said, it's really a pain because of a lot of things to do, but after you done once, you just have to worry about the game making instead.
 
I should have mentioned this in the first post, but the aggravation gets far worse than mere HUD alignment.

In terms of game physics, the default settings do not carry over to 640x480 very well. Jumps/falls become inherently floaty (like you're underwater), walking speed essentially has to be doubled, etc. I spent upwards of a half an hour just tweaking the level's gravity with the player's jumpheight to try and replicate the default physics, and even then it didn't feel right and messed up enemy fall heights and speeds. So then I had to screw around with dropv to try and put everything back in order. And even then it was nigh impossible to land any hits, because the default attackbox width (read: zRange) also doesn't carry over too well, so I had to tweak that as well.

I mean even by modding standards, this is all way too much of a hassle just to get the basics in working order.

Bloodbane said:
Which build you are using Nick?

3994. I'm downloading the latest build right now and will try it fresh (with all cfg files deleted) to see how it performs. I'll report back what I find in a few.

EDIT: Just tried with build 4153. It does the same thing.
 
Not to be rude, but what did you expect? Do you think the devs are going to sit around testing for and set up defaults to accomidate every single resolution mode - especially ones thus far not a single complete module has ever been made for?
And while we're at it try and account for the fact you can just dial in one of your own?

As others have said, all that stuff is adjustable, and that's WHY it's adjustable - you're just going to have to do the trial and error part yourself.

Good luck (that's not snark - really, good luck).

DC
 
Damon Caskey said:

Likewise, to neither sound rude (nor entitled,) I suppose I did expect it to work that way on some level. Obviously not with the create-your-own-resolution setting, but I certainly imagined that the defaults would be scaled along with the resolution pre-sets.

Look, I think I've demonstrated several times over that I can manipulate the HUD or the physics with no problem. That's not my issue here. It's that I'm in a trial and error phase that doesn't really exist in low-res... or at least, one we take for granted as modders. Though it seems there's nothing to do about it but just work through it. I was hoping to put together a "quickie" mod before I buckle down and study for the Bar, but oh well. Then again, I probably shouldn't have chosen a resolution almost no one's ever worked with!  ;D

Plombo said:
Are you setting the video mode with "video 2" or "video 640x480"?  If the latter, try using the former instead.

It's set to video 2.
 
I remember in some resolutions engine took care of hud placements but i dont know if it did in 640x480, if it doesnt then just do it yourself , you could easily do it already instead of wasting time checking this thread, maybe download some 64x480 mod  like streets of rage 4 or mass effect mod and copy values.I rarely use default values for hud.

I mean even by modding standards, this is all way too much of a hassle just to get the basics in working order.

A lot depends on how big your sprites are in this resolution so IMO it should stay the way it is, its all designed for small sprites even if resolution is high , gravity is setup for small sprites, its not like engine magically knows that youre using huge sprties now cause you picked 640x480.There are some people who are using small sprites and high resolutions, they dont need to change gravity, with hud/lifebar its just nobody complained about it but if someone would get hud placement right for it then maybe someone will hardcode it for convenience.
 
bWWd said:
A lot depends on how big your sprites are in this resolution so IMO it should stay the way it is, its all designed for small sprites even if resolution is high , gravity is setup for small sprites, its not like engine magically knows that youre using huge sprties now cause you picked 640x480.There are some people who are using small sprites and high resolutions, they dont need to change gravity

I'll admit: that actually makes much more sense now that I think about it.
 
Now that you mention about gravity, I just recalled that I forgot to adjust that when I made Aliens Clash  ;D

Anyways, if you want to adjust gravity for higher resolution mods, set this:

maxfallspeed -200

to double gravity power
 
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