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Can you change the screen resolution in your doom wad?


Ras_danish

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I want to make a pc-98 styled fps game in the gzdoom engine. The pc-98 screen size is 640 x 400 pixels and i want to scale the screen automatically that way.

I also want to automatically disable mouselook, jumping, and the up and down bobbing the camera makes when you walk.

 

Is any of this possible? If so, then how may I do these things?

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Well, the resokution is based on the source port player will use. So there is no easy way of pre setting resolution. For a retro look, a shader could be used, but that counts only for gzdoom.

Mouselook and jumping could be disabled via mapinfo, view bobbing is integral part of doom engine.

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Mouselook and jumping can be disabled through MAPINFO (I think NoFreelook and NoJump in the map definition are what you want).

 

View bobbing can be removed through some ZScript; see this thread:

 

For a low resolution effect, you could use a shader. I don't know much about them, but you can find an example in Reelism 2, where it's one of the random modifier effects. I think the relevant shader is choco.fp in the PK3.

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The screen resolution is a user side option for good reasons and my strongest recommendation is:

 

Don't Mess With It!

 

This is one of the first things where your potential user base may tune out if you try to force them into settings they do not like. You can recommend a low res setting and have it as a standard option - GZDoom's built-in view scaling will even allow going down to 320x200 - but once you enforce it people with hi-res gear will start to complain. 640x400 does not look nice on a 3840x2160 display.

 

Besides, this kind of artificial limit had virtually ended with the Build engine already. The computers of the time normally were not powerful enough to let the game run on larger screen sizes but the games never blocked these options and if you limited your game to the tech you had to develop on you'd have been dead on release when computers would have been twice as fast. The only limits I noticed on the setup side were not for technical reasons but mainly for shortsightedness of the developers who for some reason often could not fathom that screens might get even larger or (gasp!) change their aspect ratio.

 

 

 

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