— hitscanner apologist ⚡
— tired trans woman ⚧️☣
— not always grumpy, she just looks like that 💀
— level/environment designer 🔨
— Current work: Skin Deep (at Blendo Games) 🐈

📍 Adelaide, Australia

Private page (for friends): @garbagegrenade

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in reply to @trashbang's post:

I think it was forceaspectwidth and forceaspectheight in a windowDef (probably the "Desktop" one).
So if you set forceaspectwidth 1920 and forceaspectheight 1080 you should be able to use coordinates and widths in 16:9 fullhd resolution, and all that is then scaled to the virtual 640x480 and then scaled to the actual screen resolution automatically (should be more or less lossless as floats are used).
(Could be that dhewm3 still scales it to 4:3 with black bars on left right, in that case try also setting scaleto43 0 in the windowDef).
Update: It's likely that this wouldn't change anything with the current code, but for a standalone project you can just make the r_scaleMenusTo43 CVar default to 0.

It's also possible that this isn't properly scaled (with black/empty bars) in non-16:9-resolution, but that might be fixable if needed