• Register
Post news Report RSS Proper Widescreen Support

Things are really cooking here. At this point, we're trying to iron out the last few design wrinkles that have reared their heads in the last few weeks.

Posted by on

I think it's about time we brought you up to date with one of the changes that have been added to the engine recently: proper widescreen support. This means, that the game will no longer render HUD elements in the hard-coded 1024x768 resolution and then stretch the result to make the elements appear wider. Unlike its predecessor The Darkest Dawn does scale properly at screen resolutions that don't have a 4:3 aspect ratio. From now on HUD elements will be rearranged on the right and the left if you have a widescreen monitor, and look like the image below.

Widescreen support

Another feature we are really excited about is the support for more cut scenes. Originally implemented two years ago, this allows the game to play movies before or in place of briefings, debriefings, etc. You all know that Saga does use this to some degree. Whether we were crazy enough to drop text based briefings completely and go for only cut scenes before each mission is another matter.

Proper Widescreen Support

On the game design front the last few days were very hectic: we've shifted entirely to bug fixing. We had a team-wide play through of the game. Everyone was looking for problems and places we could add that last little bit of polish. As I've said before (ad nauseam by this point) the game we have right now is already good. All the feedback was just minor little things that we can do to really make it great.

Tweet us, youtube us or facebook us with thoughts and suggestions.

Post comment Comments
Expack
Expack - - 312 comments

For a moment, I thought you meant "add widescreen support because the version of FreeSpace 2 Open we're working with has none"! However, the ability for the HUD to properly render under widescreen resolutions is an excellent addition!

Also, considering some of the advancements you've made would greatly benefit other FreeSpace 2 Open mods and total conversions, have you considered converting some of the features you've implemented into the main FreeSpace 2 Open code? I know that would probably be a very difficult task given you're working on a fork of the FreeSpace 2 Open code, not the main code.

Reply Good karma Bad karma+1 vote
Tolwyn Author
Tolwyn - - 72 comments

We will make source code available after the release. Thing is: our code has been optimized to support our game and most of our changes were made without any regard for Freespace compatibility, so it is unlikely that it will be ported back by the SCP.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: