jermi on 12/4/2006 at 18:44
You're right, Dark assumes a 4:3 screen. My mistake.
That still doesn't help with widescreen, though.
Yametha on 13/4/2006 at 00:21
That's true. For what it's worth, you can change the FOV when playing through Dromed by typing set_3d_zoom 0.75 or whatever other number you want. I've only ever used 0.75 (which gives a vertical FOV of 90 degrees). The default is 1 (which gives a horizontal fov of 90 degrees). All this is assuming a 4:3 screen, but it shows that it can be altered. Then if it could somehow be masked...
[Edit]
All of these give the same vertical FOV after being masked as the original has.
set_3d_zoom 0.83 and then mask for 16:10
set_3d_zoom 0.75 and then mask for 16:9
set_3d_zoom 0.57 and then mask for 2.35:1
Now of only we had a was of moving the interface...
BTW set_3d_zoom 0 crashes the game, and setting it to a nagative number inverts all the controls and makes the screen really blurry
Luthien on 13/4/2006 at 08:02
You can move it vertically but not horizontally. From the (
http://dominikvogt.gmxhome.de/guides/console.txt) console guide:
--
inv_obj_height V F 20
Height of item models in corners; in percent of the screen
height.inv_obj_width V F 20
Width of item models in corners; in percent of the screen
width.inv_status_height V F 0.06
Size of the health bar as a fraction of screen size
(e.g. 0.05 = 5% of the screen size). Also affects the
vertical position of the inventory items and the
vismeter. Big or small numbers (> 1 or <= 0) may crash the
game and windows. Useful range is about 0.04 to
0.1. Setting this to 0 disables the health bar and the
vismeter.inv_status_margin V F -0.008
The distance between the health bar and the bottom border
of the screen (0 = bottom, 0.5 = center, 0.94 = right at
the top of the screen, inventory is out of the visible
screen area). Negative values seem to have no effect at
all (i.e. work like 0.0).--
Yametha on 13/4/2006 at 12:46
That's exactly what we're looking for!
Now to sort out the overscan, and then the only trouble would be that plaques would display their text offscreen. Putting a few carriage returns into the text files could be a fix for that though.
Luthien on 13/4/2006 at 16:22
Quote Posted by Yametha
... and then the only trouble would be that plaques would display their text offscreen. Putting a few carriage returns into the text files could be a fix for that though.
Use this one in the user.cfg file:
--
text_message_margins S F,F 16.5 5
The percentage of the screen's width and height that is
not used for text messages. The first value determines
the margins on the left and right of the screen while the
second value controls the margin on the top (and possibly
on the bottom too; I did not test this). For example,
with a resolution of 640x480 and
text_message_margins 20 10
the margins at the left and right of the screen have a
width of 128 pixels each and the margin at the top is 48
pixels high.game_message G Text
Display a message on the game screen--
This setting should give you the desired effect:
text_message_margins 15 13You can try it with the command "game_message messagetext" from the in-game console. Note: Just updated the (
http://dominikvogt.gmxhome.de/guides/console.txt) console guide.
Yametha on 14/4/2006 at 02:01
Here I am playing Thief 2 in fullscreen
Inline Image:
http://i40.photobucket.com/albums/e243/Yametha/rifullscreen.jpgAnd in widescreen
Inline Image:
http://i40.photobucket.com/albums/e243/Yametha/riwidescreen.jpgThe trouble is I had to cut off the top and bottom in photoshop afterwards, but if someone can find out how to work out the overscan thing, then that's all there is to it. Almost. One command needs to be typed into the dromed console (It's also missing from your list, Luthien)
Put ONE of these in your user.cfg file
<hr>
;2.35:1 Widescreen
inv_status_margin 0.216
text_message_margins 16.5 24.5
Afterwards
set_3d_zoom 0.57
<hr>
;16:9 Widescreen
inv_status_margin 0.125
text_message_margins 16.5 16.3
Afterwards
set_3d_zoom 0.75
<hr>
;16:10 Widescreen
inv_status_margin 0.083
text_message_margins 16.5 12.5
Afterwards
set_3d_zoom 0.83
<hr>
This is great, Luthien! Widescreen might actually be a practical possibility.
By the way, do you know if it is possible to use text_message_margins ingame, without needing to go back to a menu? Or if set_3d_zoom can be done through user.cfg?
Luthien on 14/4/2006 at 18:11
Quote Posted by Yametha
One command needs to be typed into the dromed console (It's also missing from your list, Luthien)
I don't consciously add commands to the list that work only in dromed, but I'm always thankful for information about new commands.
Quote Posted by Yametha
By the way, do you know if it is possible to use text_message_margins ingame, without needing to go back to a menu? Or if set_3d_zoom can be done through user.cfg?
If you read the legend of the console guide you'll notice that this information is already there. The "S" in the first line with the command name denotes a setting that has to be done in user.cfg or dark.cfg. It does not work from the in-game console. (Of course there's always the possibility that the guide is wrong in case I never tried "set text_message_margins x y").
I doubt that set_3d_zoom can be used in a .cfg file because all settings I know of that can be used in-game and in the config file are of the form "foobar <value>" in the .cfg file and "set foobar <value>" from the console.
Vigil on 14/4/2006 at 18:36
One thing you'll need to test with this is whether the bow zoom, eye zoom and zoom reset screw up the base zoom level.
It is possible to bind keys to arbitrary commands by either editing the binding file, or (better yet) editing the textfile that controls what appears in the ingame keybinding menu to add a new entry.
So even if the eye zoom does screw everything up at least this way you wouldn't have to keep going to the console. Though come to think of it, this would be the only way to execute the command in Thief proper, as the console is unavailable.
jermi on 14/4/2006 at 20:36
Bow zoom, eye zoom and zoom reset seem to work with a modified base zoom level.
I suppose set_3d_zoom works only in Dromed and is ignored by Thief proper, just like many other useful Dromed commands. Was there a way around this?
Luthien on 14/4/2006 at 22:24
Quote Posted by Vigil
Though come to think of it, this would be the only way to execute the command in Thief proper, as the console is unavailable.
You can bind the console to a key by putting something like this in your user.bnd file:
bind p edit_command