![]() ![]() You'll have to run with sv_pure 0 or put the VMs in a pk3 though, and this won't work on multiplayer servers since they have different VMs. + // adjust for different window aspect ratios + y = cg_crosshairY.integer * cgs.screenYScale + x = cg_crosshairX.integer * cgs.screenXScale What do I have to do to play Quake 3 so it looks proper on a widescreen monitor?ĭiff -git a/code/cgame/cg_draw.c b/code/cgame/cg_draw.c The only difference was that now the cutscenes were visible, although the aspect ration was stretched, making them look horrendous. But ioQuake3 did not seem to have any options to improve the situation, and everything looked exactly the same. Afterall, I found a bunch of source ports of Quake 2 that let me play Quake 2 properly in widescreen. But honestly I don't know if that is happening, and I suspect the FOV they suggested is actually not correct to match the default view in 4:3. Supposedly adjusting the FOV *should* give me a proper view of the world so I can see everything I see normally, but with added peripheral vision. Honestly I suspect that this is happening to the whole screen, but I am not familiar enough with Q3 to be sure. And another really annoying thing is that the weapons are all being cut off I see only the tops of them. Next thing is that the HUD is stretched everything that appears on the screen including the crosshair is stretched oddly because of the aspect ratio being different. Their suggestion didn't really make the FOV look right.įirst of all, the cutscenes outright would not play I hear the sound but see only a black screen. They also mentioned how to adjust the FOV to get it to look right. I found a post int he Steam community where someone mentioned how you can easily edit your config file to give you a custom resolution. So I'm wondering what the best options are for playing Q3 with a widescreen monitor. ![]()
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