fullscreen
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Cranox
- Rookie

- Posts: 29
- Joined: 28 Jan 2007, 13:42
fullscreen
So how do i do this properly? 2.05R1
Yes i missing something to do it right...
1280*1024 is what i want..
thx homies!
Yes i missing something to do it right...
1280*1024 is what i want..
thx homies!
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Watermelon
- Code contributor

- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: fullscreen
http://www.wz2100.net/wiki/faq#how_do_i ... creen_mode
edit:it should be '--viewport' instead of '--resolution' in 2.0.5 i think.
p.s:weird stretch with long url/text.
edit:it should be '--viewport' instead of '--resolution' in 2.0.5 i think.
p.s:weird stretch with long url/text.
tasks postponed until the trunk is relatively stable again.
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Cranox
- Rookie

- Posts: 29
- Joined: 28 Jan 2007, 13:42
Re: fullscreen
thx now i can test my conversion properly 
btw this version has a nasty tile bug
btw this version has a nasty tile bug
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Cranox
- Rookie

- Posts: 29
- Joined: 28 Jan 2007, 13:42
Re: fullscreen
f**k the resolution thingie doesn't want to work :/
btw look at this,
is this normal those textures square vissible like that?(watch carefully))))

btw look at this,
is this normal those textures square vissible like that?(watch carefully))))

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lav_coyote25
- Professional

- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: fullscreen
i have a new tutorial on that - here it is.
use this in conjuction with the pics... copy and paste.
use this in conjuction with the pics... copy and paste.
"C:\Warzone 2100_205_rc2\warzone2100.exe" --mod grim.wz --fullscreen --viewport 1280x1024
You do not have the required permissions to view the files attached to this post.
Last edited by lav_coyote25 on 10 Feb 2007, 11:11, edited 1 time in total.
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Cranox
- Rookie

- Posts: 29
- Joined: 28 Jan 2007, 13:42
Re: fullscreen
8)thx 
Ok now i can continue with the conversion..
Pretty cool and thight in 1028*1024

Ok now i can continue with the conversion..
Pretty cool and thight in 1028*1024

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Cranox
- Rookie

- Posts: 29
- Joined: 28 Jan 2007, 13:42
Re: fullscreen
btw is it me or does it look like that the shadows have a weird effect on the nr pads. it looks like they are flying 1 inch above the ground... 


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lav_coyote25
- Professional

- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: fullscreen
yes it is a known " feature ". ;D
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Cranox
- Rookie

- Posts: 29
- Joined: 28 Jan 2007, 13:42
Re: fullscreen
Lol i was already ordering my units to kill the UFOlav_coyote25 wrote: yes it is a known " feature ". ;D
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Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: fullscreen
------------------------->
* Exactly, an undocumented feature which really comes to the fore when you build maps that utililize Extreme Verticality....
* Among other special effects that are invoked is what I like to call: The Shadowy Armies from the Dark Side...not really exagerating with that description. ::)
* Btw, that big barrel/turret on that little viper bod just ain't right - but it is hillarious.
Back in the day Freudian analysts would have had a field day with it - they even have a clinical term, which I'll pass on using but the common expression - "a pissing contest", pretty much says it all. 
* So, are these pics displaying your mod work ?
l8r, rv ;D
* Exactly, an undocumented feature which really comes to the fore when you build maps that utililize Extreme Verticality....
* Among other special effects that are invoked is what I like to call: The Shadowy Armies from the Dark Side...not really exagerating with that description. ::)
* Btw, that big barrel/turret on that little viper bod just ain't right - but it is hillarious.
* So, are these pics displaying your mod work ?
l8r, rv ;D
Last edited by Rman Virgil on 10 Feb 2007, 14:39, edited 1 time in total.
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Cranox
- Rookie

- Posts: 29
- Joined: 28 Jan 2007, 13:42
Re: fullscreen
yesRman Virgil wrote: ------------------------->
* Exactly, an undocumented feature which really comes to the fore when you build maps that utililize Extreme Verticality....
* Among other special effects that are invoked is what I like to call: The Shadowy Armies from the Dark Side...not really exagerating with that description. ::)
* Btw, that big barrel/turret on that little viper bod just ain't right - but it is hillarious.Back in the day Freudian analysts would have had a field day with it - they even have a clinical term, which I'll pass on using but the common expression - "a pissing contest", pretty much says it all.
* So, are these pics displaying your mod work ?
l8r, rv ;D
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Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: fullscreen
* Kwel.Cranox wrote: yes![]()
* IMHO, your work is more visually appealing than the originals - look foward to playing with these new wz toys sometime down the road.
* It would also be nice to play with them at the same time with Watermelon's new GPM work.
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Truetom
- Greenhorn
- Posts: 7
- Joined: 10 Feb 2007, 16:36
Re: fullscreen
Pah, sometimes fullscreen works and sometimes not. Gotta restart to work again. >:( Why? 
TT
TT
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Cranox
- Rookie

- Posts: 29
- Joined: 28 Jan 2007, 13:42
Re: fullscreen
I'm taking my time for this one, no pressure on this modRman Virgil wrote: * Kwel.
* IMHO, your work is more visually appealing than the originals - look foward to playing with these new wz toys sometime down the road.
* It would also be nice to play with them at the same time with Watermelon's new GPM work.
I'm recoevring models from my old mods, and wil add new ones to, but as stated in another thread it would be cool if the developers could at leats raise the bar a bit higher, that way new mods with new stuff can be added while the developers stil do their thing, with the result that the wz players can also enjoy new stuff
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Cranox
- Rookie

- Posts: 29
- Joined: 28 Jan 2007, 13:42
Re: fullscreen
Talking about overkill how about this "flamer" on my little vamp body 

I'm really glad with this 2.05R1 version, my mods are working flawlessly, modding is much easier and fun know, and to be honest, the visuals are good with the important thing stability!
glad for that for sure

I'm really glad with this 2.05R1 version, my mods are working flawlessly, modding is much easier and fun know, and to be honest, the visuals are good with the important thing stability!
glad for that for sure