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Replace the compass with a stylish, useful minimap. V1 release is out!

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WideScreen Comparison
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pvcf
pvcf - - 4,943 comments

how did you do this? to different zoom layer dds ?

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pvcf
pvcf - - 4,943 comments

two, i meant two different zoom layes ? :D

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Szczekus Author
Szczekus - - 380 comments

What? :D

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pvcf
pvcf - - 4,943 comments

do you used 2 dds images, one for 4:3 and one for HD stretches ?

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Szczekus Author
Szczekus - - 380 comments

You use this:
(width/height)*0.75 = YScale
to either multiply the height, or divide the width of the object on the screen. With this it attains it`s lost proportions.
With fullscreen textures, you need to do the first one, which needs the texture to be moved up by half of the gained texture height. At last you make the scope smaller, because it going beyond your monitor border.
This kind of eliminates the need to have the same texture loaded in different aspect ratios.

This crap is because the engine was never designed for widescreen monitors, and we don`t have access to the renderer, so crazy workarounds have to be made.

This solution is not perfect, and I`m thinking about something different now, but we`ll see.

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pvcf
pvcf - - 4,943 comments

hmm, still totally not understand how you achieve this.
next trick which would come into my mind is you basically have a new dds scope with much wider grey alpha boarder and in 4:3 you simply draw it "out" screen with negative x and y offset's ?
is it this ? but as far as i remember as ihave done something similar the ratio was not 0.75, it was 0.25 for each axis but i forgot where i have used this so it may totally wrong as example here :D

edit: ah, it was a fullscreen moving missionadvert which moved diagonal in and trough the screen, but later by testing ingame i found this as total immersion killer so i didnt used it anymore.

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mvxlnm
mvxlnm - - 552 comments

That's amazing. Can't wait new update

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Description

Just some minor stuff from the widescreen patch today.