Weapon models not dysplaying correctly.

edited 2011 Nov 8 in Technical Support
this is not a technical issue per say as i just upgraded my monitor to a 1920x1080 res one aka 1080p monitor now all the weapon 3d models look like there pushed back. now it looks like how the models were made may be the cause of all my problems or it's the renderer witch seems to be the case but i know if it is that soon it will be fixed.

Comments

  • A screenshot would be most helpful as would a copy of your game config file (e.g., jdoom.cfg).
  • # jdoom 1.15.9 / Doomsday Engine 1.9.7 (#301)
    # This configuration file is generated automatically. Each line is a
    # console command. Lines beginning with # are comments. Use autoexec.cfg
    # for your own startup commands.
    
    #
    # CONSOLE VARIABLES
    #
    
    # glBSP: changes the cost assigned to SEG splits (default: 7).
    bsp-factor 7
    
    # 1= Play a beep sound when a new chat message arrives.
    chat-beep 1
    
    # Chat macro 1.
    chat-macro0 "No"
    
    # Chat macro 2.
    chat-macro1 "I'm ready to kick butt!"
    
    # Chat macro 3.
    chat-macro2 "I'm OK."
    
    # Chat macro 4.
    chat-macro3 "I'm not looking too good!"
    
    # Chat macro 5.
    chat-macro4 "Help!"
    
    # Chat macro 6.
    chat-macro5 "You suck!"
    
    # Chat macro 7.
    chat-macro6 "Next time, scumbag..."
    
    # Chat macro 8.
    chat-macro7 "Come here!"
    
    # Chat macro 9.
    chat-macro8 "I'll take care of it."
    
    # Chat macro 10.
    chat-macro9 "Yes"
    
    # Maximum number of seconds to attempt connecting to a server.
    client-connect-timeout 10
    
    # Console background translucency.
    con-alpha 75
    
    # How to complete words when pressing Tab: 0=Show completions, 1=Cycle through them.
    con-completion 0
    
    # 1=Dump all console messages to Doomsday.out.
    con-dump 1
    
    # 1=Show FPS counter on screen.
    con-fps 0
    
    # Key to activate the console (ASCII code, default is tilde, 96).
    con-key-activate 96
    
    # Console background light level.
    con-light 14
    
    # Speed of console opening/closing.
    con-move-speed 0.2
    
    # 1=Show console when a map is being loaded.
    con-show-during-setup 0
    
    con-snapback 0
    
    # 1=Text in the console has a shadow (might be slow).
    con-text-shadow 1
    
    # Transition effect used when leaving busy mode: 0=Crossfade, 1=DOOM (smooth), 2=DOOM
    con-transition 1
    
    # Duration of transition effect in tics. 0= Disabled.
    con-transition-tics 28
    
    # 1=Don't show the value of a cvar when setting it.
    con-var-silent 1
    
    # Zoom factor for the console background.
    con-zoom 1
    
    # 1=Autoaiming disabled.
    ctl-aim-noauto 1
    
    # 1=Joystick look active.
    ctl-look-joy 0
    
    # 1=Joystick values => look angle delta.
    ctl-look-joy-delta 0
    
    # 1=Mouse look active.
    ctl-look-mouse 0
    
    # 1=Look around using the POV hat.
    ctl-look-pov 1
    
    # The speed of looking up/down.
    ctl-look-speed 3
    
    # 1=Lookspring active.
    ctl-look-spring 0
    
    # 1=Always run.
    ctl-run 1
    
    # The speed of turning left/right.
    ctl-turn-speed 1
    
    # 1=Doubleclick forward/strafe equals use key.
    ctl-use-dclick 0
    
    # 1=Blink the cursor.
    edit-bias-blink 0
    
    # Distance to the grabbed bias light.
    edit-bias-grab-distance 300
    
    # 1=Hide bias light editor's HUD.
    edit-bias-hide 0
    
    # 1=Show source indices in 3D view.
    edit-bias-show-indices 1
    
    # 1=Show all light sources.
    edit-bias-show-sources 0
    
    # The list of WADs to be loaded at startup.
    file-startup ""
    
    # 1=The death of ANY boss monster triggers a 666 special (on applicable maps).
    game-anybossdeath666 0
    
    # 1=Corpses slide down stairs and ledges (enables enhanced BOOM behaviour).
    game-corpse-sliding 1
    
    # Corpse vanish time in seconds, 0=disabled.
    game-corpse-time 0
    
    # 1=Fast monsters in non-demo single player.
    game-fastmonsters 0
    
    # 1=Pain Elementals can't spawn Lost Souls if more than twenty exist (original behaviour).
    game-maxskulls 0
    
    # 1=Monsters can get stuck in doortracks (disables DOOM bug fix).
    game-monsters-stuckindoors 0
    
    # 1=Use EXACTLY DOOM's clipping code (disables DOOM bug fix).
    game-objects-clipping 0
    
    # 1=Objects fall under their own weight (enables DOOM bug fix).
    game-objects-falloff 1
    
    game-objects-neverhangoverledges 1
    
    # 1=Players can only wallrun North (disables DOOM bug fix).
    game-player-wallrun-northonly 1
    
    # 1=Archviles raise ghosts from squished corpses (disables DOOM bug fix).
    game-raiseghosts 1
    
    # 1=Pain Elementals can spawn Lost Souls inside walls (disables DOOM bug fix).
    game-skullsinwalls 0
    
    # 1=Allow mobjs to move under/over each other (enables DOOM bug fix).
    game-zclip 1
    
    # 1=Zombie players can exit maps (disables DOOM bug fix).
    game-zombiescanexit 0
    
    # 1=Show ammo in HUD.
    hud-ammo 1
    
    # 1=Show armor in HUD.
    hud-armor 1
    
    # HUD info alpha value.
    hud-color-a 1
    
    # HUD info color alpha component.
    hud-color-b 0
    
    # HUD info color green component.
    hud-color-g 0
    
    # HUD info color red component.
    hud-color-r 1
    
    # 1=Show Doom guy's face in HUD.
    hud-face 0
    
    # 1=Fix HUD OUCH face (enables DOOM bug fix).
    hud-face-ouchfix 1
    
    # 1=Show deathmatch frags in HUD.
    hud-frags 1
    
    # 1=Show health in HUD.
    hud-health 0
    
    # HUD icon alpha value.
    hud-icon-alpha 1
    
    # 1=Show keys in HUD.
    hud-keys 1
    
    # 1=Combine the display of keys of the same color in HUD.
    hud-keys-combine 0
    
    # Scaling for HUD info.
    hud-scale 0.6
    
    # Status bar Alpha level.
    hud-status-alpha 1
    
    # Status bar icons & counters Alpha level.
    hud-status-icon-a 1
    
    # Status bar size (1-20).
    hud-status-size force 20
    
    # 1= Fix original DOOM behavior when drawing the statusbar owned weapon display.
    hud-status-weaponslots-ownedfix 1
    
    # Number of seconds before the hud auto-hides.
    hud-timer 0
    
    # 1=Show map title and author in the beginning.
    hud-title 1
    
    # 1=Do not show map author if it is a map from an IWAD.
    hud-title-author-noiwad 1
    
    # 1=Unhide the HUD when player receives damaged.
    hud-unhide-damage 1
    
    # 1=Unhide the HUD when player collects an ammo item.
    hud-unhide-pickup-ammo 1
    
    # 1=Unhide the HUD when player collects an armor item.
    hud-unhide-pickup-armor 1
    
    # 1=Unhide the HUD when player collects a health item.
    hud-unhide-pickup-health 1
    
    # 1=Unhide the HUD when player collects a key.
    hud-unhide-pickup-key 1
    
    # 1=Unhide the HUD when player collects a powerup or item of equipment.
    hud-unhide-pickup-powerup 1
    
    # 1=Unhide the HUD when player collects a weapon.
    hud-unhide-pickup-weapon 1
    
    input-doubleclick-threshold 300
    
    # ID of joystick to use (if more than one).
    input-joy 0
    
    input-joy-axis05-deadzone 0.05
    
    input-joy-axis05-flags 0
    
    input-joy-axis05-scale 0.0001
    
    input-joy-axis06-deadzone 0.05
    
    input-joy-axis06-flags 0
    
    input-joy-axis06-scale 0.0001
    
    input-joy-axis07-deadzone 0.05
    
    input-joy-axis07-flags 0
    
    input-joy-axis07-scale 0.0001
    
    input-joy-axis08-deadzone 0.05
    
    input-joy-axis08-flags 0
    
    input-joy-axis08-scale 0.0001
    
    input-joy-axis09-deadzone 0.05
    
    input-joy-axis09-flags 0
    
    input-joy-axis09-scale 0.0001
    
    input-joy-axis10-deadzone 0.05
    
    input-joy-axis10-flags 0
    
    input-joy-axis10-scale 0.0001
    
    input-joy-axis11-deadzone 0.05
    
    input-joy-axis11-flags 0
    
    input-joy-axis11-scale 0.0001
    
    input-joy-axis12-deadzone 0.05
    
    input-joy-axis12-flags 0
    
    input-joy-axis12-scale 0.0001
    
    input-joy-axis13-deadzone 0.05
    
    input-joy-axis13-flags 0
    
    input-joy-axis13-scale 0.0001
    
    input-joy-axis14-deadzone 0.05
    
    input-joy-axis14-flags 0
    
    input-joy-axis14-scale 0.0001
    
    input-joy-axis15-deadzone 0.05
    
    input-joy-axis15-flags 0
    
    input-joy-axis15-scale 0.0001
    
    input-joy-axis16-deadzone 0.05
    
    input-joy-axis16-flags 0
    
    input-joy-axis16-scale 0.0001
    
    input-joy-axis17-deadzone 0.05
    
    input-joy-axis17-flags 0
    
    input-joy-axis17-scale 0.0001
    
    input-joy-axis18-deadzone 0.05
    
    input-joy-axis18-flags 0
    
    input-joy-axis18-scale 0.0001
    
    input-joy-axis19-deadzone 0.05
    
    input-joy-axis19-flags 0
    
    input-joy-axis19-scale 0.0001
    
    input-joy-axis20-deadzone 0.05
    
    input-joy-axis20-flags 0
    
    input-joy-axis20-scale 0.0001
    
    input-joy-axis21-deadzone 0.05
    
    input-joy-axis21-flags 0
    
    input-joy-axis21-scale 0.0001
    
    input-joy-axis22-deadzone 0.05
    
    input-joy-axis22-flags 0
    
    input-joy-axis22-scale 0.0001
    
    input-joy-axis23-deadzone 0.05
    
    input-joy-axis23-flags 0
    
    input-joy-axis23-scale 0.0001
    
    input-joy-axis24-deadzone 0.05
    
    input-joy-axis24-flags 0
    
    input-joy-axis24-scale 0.0001
    
    input-joy-axis25-deadzone 0.05
    
    input-joy-axis25-flags 0
    
    input-joy-axis25-scale 0.0001
    
    input-joy-axis26-deadzone 0.05
    
    input-joy-axis26-flags 0
    
    input-joy-axis26-scale 0.0001
    
    input-joy-axis27-deadzone 0.05
    
    input-joy-axis27-flags 0
    
    input-joy-axis27-scale 0.0001
    
    input-joy-axis28-deadzone 0.05
    
    input-joy-axis28-flags 0
    
    input-joy-axis28-scale 0.0001
    
    input-joy-axis29-deadzone 0.05
    
    input-joy-axis29-flags 0
    
    input-joy-axis29-scale 0.0001
    
    input-joy-axis30-deadzone 0.05
    
    input-joy-axis30-flags 0
    
    input-joy-axis30-scale 0.0001
    
    input-joy-axis31-deadzone 0.05
    
    input-joy-axis31-flags 0
    
    input-joy-axis31-scale 0.0001
    
    input-joy-axis32-deadzone 0.05
    
    input-joy-axis32-flags 0
    
    input-joy-axis32-scale 0.0001
    
    # ID of joystick to use (if more than one).
    input-joy-device force 0
    
    input-joy-w-deadzone 0.05
    
    input-joy-w-flags 0
    
    input-joy-w-scale 0.0001
    
    input-joy-x-deadzone 0.05
    
    input-joy-x-flags 0
    
    input-joy-x-scale 0.0001
    
    input-joy-y-deadzone 0.05
    
    input-joy-y-flags 0
    
    input-joy-y-scale 0.0001
    
    input-joy-z-deadzone 0.05
    
    input-joy-z-flags 0
    
    input-joy-z-scale 0.0001
    
    # The number of milliseconds to wait before first key repeat.
    input-key-delay1 430
    
    # The number of milliseconds to wait between key repeats.
    input-key-delay2 85
    
    # Filter strength for mouse movement.
    input-mouse-filter 1
    
    # Mouse input polling frequency (events per second). 0=unlimited.
    input-mouse-frequency 0
    
    input-mouse-x-flags 0
    
    input-mouse-x-scale 0.002
    
    input-mouse-y-flags 0
    
    input-mouse-y-scale 0.002
    
    # Alpha level of automap lines.
    map-alpha-lines 0.7
    
    # 1=Show keys in automap (easy skill mode only).
    map-babykeys 0
    
    # Automap background color, blue component.
    map-background-b 0
    
    # Automap background color, green component.
    map-background-g 0
    
    # Automap background color, red component.
    map-background-r 0
    
    map-cache 1
    
    # 6-bit bitfield. Show kills, items and secret counters in automap.
    map-cheat-counter 1
    
    # Size factor for the counters in the automap.
    map-cheat-counter-scale 0.7
    
    # Custom automap coloring 0=Never, 1=Auto (enabled if unchanged), 2=Always.
    map-customcolors 0
    
    # 1=Show door colors in automap.
    map-door-colors 1
    
    # Door glow thickness in the automap (with map-door-colors).
    map-door-glow 8
    
    # 0=No HUD when in the automap 1=Current HUD display shown when in the automap 2=Always show Status Bar when in the automap
    map-huddisplay 2
    
    # Automap mobjs, blue component.
    map-mobj-b 0
    
    # Automap mobjs, green component.
    map-mobj-g 1
    
    # Automap mobjs, red component.
    map-mobj-r 0
    
    # Opacity of the automap.
    map-opacity 0.7
    
    # Time taken to open/close the automap, in seconds.
    map-open-timer 0.3
    
    # 1= Reset automap pan location when opening the automap.
    map-pan-resetonopen 1
    
    # Pan speed multiplier in the automap.
    map-pan-speed 0.5
    
    # 1=Automap turns with player, up=forward.
    map-rotate 1
    
    # Automap walls, blue component.
    map-wall-b 0
    
    # Automap ceiling height difference lines, blue component.
    map-wall-ceilingchange-b 0
    
    # Automap ceiling height difference lines, green component.
    map-wall-ceilingchange-g 0.95
    
    # Automap ceiling height difference lines, red component.
    map-wall-ceilingchange-r 1
    
    # Automap floor height difference lines, blue component.
    map-wall-floorchange-b 0.325
    
    # Automap floor height difference lines, green component.
    map-wall-floorchange-g 0.6
    
    # Automap floor height difference lines, red component.
    map-wall-floorchange-r 0.77
    
    # Automap walls, green component.
    map-wall-g 0
    
    # Automap walls, red component.
    map-wall-r 1
    
    # Automap unseen areas, blue component.
    map-wall-unseen-b 0.4
    
    # Automap unseen areas, green component.
    map-wall-unseen-g 0.4
    
    # Automap unseen areas, red component.
    map-wall-unseen-r 0.4
    
    # Zoom in/out speed multiplier in the automap.
    map-zoom-speed 0.1
    
    # Menu color blue component.
    menu-color-b 0
    
    # Menu color green component.
    menu-color-g 0
    
    # Menu color red component.
    menu-color-r 1
    
    # Menu color B blue component.
    menu-colorb-b 0
    
    # Menu color B green component.
    menu-colorb-g 0
    
    # Menu color B red component.
    menu-colorb-r 1
    
    # 0=Disable menu effects. 1=type-in.
    menu-effect 1
    
    # Menu selection flash color, blue component.
    menu-flash-b 1
    
    # Menu selection flash color, green component.
    menu-flash-g 0.9
    
    # Menu selection flash color, red component.
    menu-flash-r 0.7
    
    # Menu selection flash speed.
    menu-flash-speed 4
    
    # Menu fog mode: 0=off, 1=shimmer, 2=black smoke, 3=blue vertical, 4=grey smoke, 5=dimmed.
    menu-fog 1
    
    # Strength of type-in glitter.
    menu-glitter 0.5
    
    # 1=Enable hotkey navigation in the menu.
    menu-hotkeys 1
    
    # Patch Replacement strings. 1=Enable external, 2=Enable built-in.
    menu-patch-replacement 2
    
    # 1=Ask me to confirm when quick saving/loading.
    menu-quick-ask 1
    
    # 1=Play a sound when quitting the game.
    menu-quitsound 1
    
    # Scaling for menus.
    menu-scale 0.9
    
    # Menu text shadow darkness.
    menu-shadow 0.33
    
    # 1=Slam the menu when opening.
    menu-slam 0
    
    # 1=Menu skull turns at slider items.
    menu-turningskull 1
    
    # Alignment of HUD messages. 0 = left, 1 = center, 2 = right.
    msg-align 0
    
    # HUD messages blink for this number of tics when printed.
    msg-blink 5
    
    # Color of HUD messages blue component.
    msg-color-b 0
    
    # Color of HUD messages green component.
    msg-color-g 0
    
    # Color of HUD messages red component.
    msg-color-r 1
    
    # Number of HUD messages displayed at the same time.
    msg-count 4
    
    # 1=Echo all messages to the console.
    msg-echo 1
    
    # Scaling factor for HUD messages.
    msg-scale 0.8
    
    # 1=Show messages.
    msg-show 1
    
    # Number of seconds to keep HUD messages on screen.
    msg-uptime 5
    
    # Preferred music source: 0=Original MUS, 1=External files, 2=CD.
    music-source 1
    
    # Music volume (0-255).
    music-volume 255
    
    # Network development mode.
    net-dev 0
    
    # TCP/IP address for searching servers.
    net-ip-address ""
    
    # TCP port to use for control connections.
    net-ip-port 4000
    
    # Master server IP address / name.
    net-master-address "www.dengine.net"
    
    # Master server path name.
    net-master-path "/master.php"
    
    # Master server TCP/IP port.
    net-master-port 0
    
    # Your name in multiplayer games.
    net-name "Gordon"
    
    # 1=Don't sleep while waiting for tics.
    net-nosleep 0
    
    # TCP port to use for control connections.
    net-port-control 4000
    
    # Monitor send queue.
    net-queue-show 0
    
    # Player movement speed while airborne.
    player-air-movement 1
    
    # Change weapon automatically when picking one up. 1=If better 2=Always
    player-autoswitch 1
    
    # Change weapon automatically when picking up ammo. 1=If better 2=Always
    player-autoswitch-ammo 0
    
    # Change to fist automatically when picking up berserk pack
    player-autoswitch-berserk 1
    
    # 1=Disable automatic weapon switch if firing when picking one up.
    player-autoswitch-notfiring 0
    
    # 1=Camera players have no movement clipping.
    player-camera-noclip 1
    
    # Player color: 0=green, 1=gray, 2=brown, 3=red.
    player-color 4
    
    # 1=Look up when killed
    player-death-lookup 0
    
    # Player eye height. The original is 41.
    player-eyeheight 41
    
    # 1=Allow jumping.
    player-jump 1
    
    # Jump power (for all clients if this is the server).
    player-jump-power 9
    
    # Player movement speed modifier.
    player-move-speed 1
    
    # 1=Use custom weapon order with Next/Previous weapon.
    player-weapon-nextmode 0
    
    # Weapon change order, slot 0.
    player-weapon-order0 5
    
    # Weapon change order, slot 1.
    player-weapon-order1 8
    
    # Weapon change order, slot 2.
    player-weapon-order2 3
    
    # Weapon change order, slot 3.
    player-weapon-order3 2
    
    # Weapon change order, slot 4.
    player-weapon-order4 1
    
    # Weapon change order, slot 5.
    player-weapon-order5 7
    
    # Weapon change order, slot 6.
    player-weapon-order6 4
    
    # Weapon change order, slot 7.
    player-weapon-order7 6
    
    # Weapon change order, slot 8.
    player-weapon-order8 0
    
    # Maximum limit for the frame rate (default: 200).
    refresh-rate-maximum 200
    
    # 1=Smooth sector lighting is enabled.
    rend-bias 0
    
    # 1=Smooth sector lighting is enabled.
    rend-bias-grid 1
    
    # Size of a grid block in the light grid (default: 31).
    rend-bias-grid-blocksize 31
    
    # 1=Show the light grid (for debugging).
    rend-bias-grid-debug 0
    
    # Size of a grid block in the light grid debug display.
    rend-bias-grid-debug-size 1.5
    
    # Sector to grid block, conversion accuracy multiplier.
    rend-bias-grid-multisample 0
    
    # Milliseconds it takes for light changes to become effective.
    rend-bias-lightspeed 20
    
    # Sector lightlevel that retains its normal color.
    rend-bias-max 1
    
    # Sector lightlevel that is biased completely to zero.
    rend-bias-min 0
    
    # Field of view.
    rend-camera-fov 90
    
    # 1=Filter camera movement between game tics (OBSOLETE).
    rend-camera-smooth 1
    
    # 1=Render player view in wireframe mode.
    rend-dev-wireframe 0
    
    # 1=Enable simulated radiosity lighting. 2=Process without rendering.
    rend-fakeradio 1
    
    # Darkness of simulated radiosity shadows.
    rend-fakeradio-darkness 1.2
    
    # Default fog mode: 0=linear, 1=exp, 2=exp2.
    rend-fog-default 0
    
    # 1=Enable glowing textures.
    rend-glow 0
    
    # Max height of wall glow (default: 100).
    rend-glow-height 100
    
    # A multiplier for glow height (default: 1).
    rend-glow-scale 3
    
    # 1=Render glow on walls.
    rend-glow-wall 1
    
    # Number of flares to draw per light.
    rend-halo 5
    
    # Halo/flare brightness.
    rend-halo-bright 35
    
    # Halo dimming relative end distance.
    rend-halo-dim-far 100
    
    # Halo dimming relative start distance.
    rend-halo-dim-near 10
    
    # Distance at which halos are no longer visible.
    rend-halo-fade-far 0
    
    # Distance to begin fading halos.
    rend-halo-fade-near 0
    
    # Rate at which occluded halos fade.
    rend-halo-occlusion 48
    
    # Minimum halo radius.
    rend-halo-radius-min 20
    
    # 1=Use more realistic halo effects.
    rend-halo-realistic 1
    
    # Minimum halo size.
    rend-halo-secondary-limit 1
    
    # Size of halos.
    rend-halo-size 50
    
    # Halo Z magnification.
    rend-halo-zmag-div 100
    
    # When FOV > 90 player weapon is shifted downward.
    rend-hud-fov-shift 45
    
    # Scaling of player weapon (x,y) offset.
    rend-hud-offset-scale 0.3183
    
    rend-info-deltas-angles 0
    
    rend-info-deltas-pos 0
    
    # 1=Print frame time offsets.
    rend-info-frametime 0
    
    # 1=Print lumobj count after rendering a frame.
    rend-info-lums 0
    
    # 1=Print triangle count after rendering a frame.
    rend-info-tris 0
    
    # 1=Render dynamic lights. 2=Process without rendering.
    rend-light 1
    
    # Ambient light level.
    rend-light-ambient 0
    
    # Maximum light attentuation distance, in map units (default: 1024).
    rend-light-attenuation 1024
    
    # Dynamic lights color blending mode: 0=normal, 1=additive, 2=no blending.
    rend-light-blend 0
    
    # Intensity factor for dynamic lights.
    rend-light-bright 0.7
    
    # Sector light range compression (brighten dark areas / darken light areas).
    rend-light-compression 0
    
    # 1=Enable surface light decorations.
    rend-light-decor 1
    
    # Reduce brightness if surface/view angle too steep.
    rend-light-decor-angle 0.1
    
    # Brightness of light decorations.
    rend-light-decor-bright 1
    
    # Brightness of dynamic lights when fog is enabled.
    rend-light-fog-bright 0.15
    
    # 1=Use multitexturing when rendering dynamic lights.
    rend-light-multitex 1
    
    # The maximum number of dynamic lights. 0=no limit.
    rend-light-num 0
    
    # Maximum radius of dynamic lights (default: 128).
    rend-light-radius-max 256
    
    # A multiplier for dynlight radii (default: 1).
    rend-light-radius-scale 3
    
    # 1=Use special light color in sky sectors.
    rend-light-sky 1
    
    # Intensity of angle-based wall lighting delta.
    rend-light-wall-angle 1
    
    # 1=Enable smoothing of angle-based wall lighting.
    rend-light-wall-angle-smooth 1
    
    # 1=Enable automatically calculated lights on mobjs.
    rend-mobj-light-auto 1
    
    # 1=Use short-range visual offsets for models. 2=Use SRVO for sprites, too (unjags actor movement).
    rend-mobj-smooth-move 2
    
    # 1=Use separate visual angle for mobjs (unjag actors).
    rend-mobj-smooth-turn 1
    
    # Render using 3D models when possible.
    rend-model 1
    
    # Scale for MD2 z-axis when model is loaded.
    rend-model-aspect 0.833333
    
    # Farther than this models revert back to sprites.
    rend-model-distance 0
    
    # 1=Interpolate frames.
    rend-model-inter 1
    
    # Maximum number of light sources on models.
    rend-model-lights 4
    
    # Custom level of detail factor. 0=LOD disabled, 1=normal.
    rend-model-lod 1000
    
    # 1=Mirror HUD weapon models.
    rend-model-mirror-hud 0
    
    # 1=Precache 3D models at level setup (slow).
    rend-model-precache 1
    
    # 1=Enable multitexturing with shiny model skins.
    rend-model-shiny-multitex 1
    
    # General strength of model shininess effects.
    rend-model-shiny-strength 1
    
    # Speed of model spinning, 1=normal.
    rend-model-spin-speed 1
    
    # 1=Render particle effects.
    rend-particle 1
    
    # Diffuse factor for particles near the camera.
    rend-particle-diffuse 0
    
    # Maximum number of particles to render. 0=no limit.
    rend-particle-max 0
    
    # Particle spawn rate multiplier (default: 1).
    rend-particle-rate 1
    
    # Minimum visible distance for a particle.
    rend-particle-visible-near 0
    
    # 1=Render shadows under objects.
    rend-shadow 1
    
    # Darkness factor for object shadows.
    rend-shadow-darkness 0.5
    
    # Maximum distance where shadows are visible.
    rend-shadow-far 1000
    
    # Maximum radius of object shadows.
    rend-shadow-radius-max 80
    
    # Number of sky sphere quadrant subdivisions.
    rend-sky-detail force 6
    
    # Sky sphere radius.
    rend-sky-distance 1600
    
    # 1=Always render the full sky sphere.
    rend-sky-full 1
    
    # Number of sky sphere rows.
    rend-sky-rows force 3
    
    # Sky rendering mode: 0=normal, 1=quads.
    rend-sky-simple 0
    
    # 1=Always align sprites with the view plane. 2=Align to camera, unless slant > r_maxSpriteAngle.
    rend-sprite-align 0
    
    # Maximum angle for slanted sprites (spralign 2).
    rend-sprite-align-angle 60
    
    # 1=Enable variable translucency on sprites.
    rend-sprite-alpha 1
    
    # 1=Use additive blending for explosions.
    rend-sprite-blend 1
    
    # Maximum number of light sources on sprites.
    rend-sprite-lights 4
    
    # 1=Draw sprites and masked walls with hard edges.
    rend-sprite-mode 0
    
    # 1=Don't write sprites in the Z buffer.
    rend-sprite-noz 1
    
    # 1=Precache sprites at level setup (slow).
    rend-sprite-precache 1
    
    # 1=Enable interpolated texture animation.
    rend-tex-anim-smooth 1
    
    # 1=Render with detail textures.
    rend-tex-detail 1
    
    # 1=Use multitexturing when rendering detail textures.
    rend-tex-detail-multitex 1
    
    # Global detail texture factor.
    rend-tex-detail-scale 4
    
    # Global detail texture strength factor.
    rend-tex-detail-strength 0.5
    
    # 1=Always use external texture resources (overrides -pwadtex).
    rend-tex-external-always 0
    
    # Default level of anisotropic texture filtering -1=Best available, 0=Off, 1=2x, 2=4x, 3=8x, 4=16x.
    rend-tex-filter-anisotropic 4
    
    # 1=Use bilinear filtering for texture magnification.
    rend-tex-filter-mag 1
    
    # 1=Fullscreen images (320x200) use linear interpolation.
    rend-tex-filter-raw 1
    
    # 1=Use hq2x-filtering on all textures.
    rend-tex-filter-smart 1
    
    # 1=Render smooth sprites.
    rend-tex-filter-sprite 1
    
    # Texture gamma correction factor.
    rend-tex-gamma 0
    
    # The mipmapping mode for textures.
    rend-tex-mipmap force 3
    
    # 1=Use the GL_EXT_shared_texture_palette extension.
    rend-tex-paletted force 0
    
    # The quality of textures (0-8).
    rend-tex-quality 8
    
    # 1=Enable shiny textures on surfaces of the map.
    rend-tex-shiny 1
    
    # Minimum number of tics between sent frames.
    server-frame-interval 1
    
    # 1=Announce the discovery of secret areas.
    server-game-announce-secret 1
    
    # Allow free-aim with BFG in deathmatch.
    server-game-bfg-freeaim 0
    
    # 1=Allow cheating in multiplayer games (god, noclip, give).
    server-game-cheat 0
    
    # 1=Disable player-player damage in co-op games.
    server-game-coop-nodamage 0
    
    # 1=Disable all multiplayer objects in co-op games.
    server-game-coop-nothing 0
    
    # 1=Disable multiplayer weapons during co-op games.
    server-game-coop-noweapons 0
    
    # 1=Respawn items in co-op games.
    server-game-coop-respawn-items 0
    
    # Start multiplayers games as deathmatch.
    server-game-deathmatch 1
    
    # 1=Announce frags in deathmatch.
    server-game-deathmatch-killmsg 1
    
    # Episode to use in multiplayer games.
    server-game-episode 0
    
    # 1=Allow jumping in multiplayer games.
    server-game-jump 1
    
    # Map rotation sequence.
    server-game-map 0
    
    # Map rotation sequence.
    server-game-mapcycle ""
    
    # 1=Disable exit buttons during map rotation.
    server-game-mapcycle-noexit 1
    
    # Enemy (mob) damage modifier, multiplayer (1..100).
    server-game-mod-damage 1
    
    # World gravity modifier, multiplayer (-1..100). -1 = Map default.
    server-game-mod-gravity -1
    
    # Enemy (mob) health modifier, multiplayer (1..20).
    server-game-mod-health 1
    
    # 1=Monster melee attacks are infinitely tall.
    server-game-monster-meleeattack-nomaxz 0
    
    # 1=Disable BFG9000 in all netgames.
    server-game-nobfg 0
    
    # 1=No monsters.
    server-game-nomonsters 1
    
    # 1=Disable team damage (player color = team).
    server-game-noteamdamage 0
    
    # 1=ALL radius attacks are infinitely tall.
    server-game-radiusattack-nomaxz 1
    
    # 1= -respawn was used.
    server-game-respawn 0
    
    # 1=Monster respawning in Nightmare difficulty enabled.
    server-game-respawn-monsters-nightmare 1
    
    # Skill level in multiplayer games.
    server-game-skill 2
    
    # The description given of this computer if it's a server.
    server-info "Testing a map. still has all the net bugs."
    
    # Show client latencies.
    server-latencies 0
    
    # The name of this computer if it's a server.
    server-name "Fortress of doom"
    
    # Password for remote login.
    server-password ""
    
    # Maximum number of players on the server.
    server-player-limit 15
    
    # 1=Send info to master server.
    server-public 1
    
    # 1=16-bit sound effects/resampling.
    sound-16bit 1
    
    # 1=Play sound effects in 3D.
    sound-3d 0
    
    # 1=Show sound debug information.
    sound-info 0
    
    # Sound effects sample rate (11025, 22050, 44100).
    sound-rate 44100
    
    # Reverb effects general volume (0=disable).
    sound-reverb-volume 1
    
    # Sound effects volume (0-255).
    sound-volume 255
    
    # Mouse cursor height.
    ui-cursor-height 0.75
    
    # Mouse cursor width.
    ui-cursor-width 0.75
    
    # 1=Enable help window in Control Panel.
    ui-panel-help 1
    
    # 1=Show help indicators in Control Panel.
    ui-panel-tips 1
    
    # Default color depth (bits per pixel), 16 or 32.
    vid-bpp 32
    
    # Display brightness: -1=dark, 0=normal, 1=light.
    vid-bright 0
    
    # Display contrast: 1=normal.
    vid-contrast 1
    
    # 1=Default to fullscreen.
    vid-fullscreen 1
    
    # Display gamma correction factor: 1=normal.
    vid-gamma 1
    
    # Default resolution (X).
    vid-res-x 1920
    
    # Default resolution (Y).
    vid-res-y 1080
    
    # Scale for viewheight bobbing.
    view-bob-height 1
    
    # Scale for player weapon bobbing.
    view-bob-weapon 1
    
    # HUD weapon lowered during weapon switching.
    view-bob-weapon-switch-lower 1
    
    # Crosshair color alpha component.
    view-cross-a 1
    
    # Crosshair color blue component.
    view-cross-b 1
    
    # Crosshair color green component.
    view-cross-g 1
    
    # Crosshair color red component.
    view-cross-r 1
    
    # Crosshair size: 1=Normal.
    view-cross-size 0.2
    
    # The current crosshair.
    view-cross-type 1
    
    # Color the crosshair according to how near you are to death.
    view-cross-vitality 1
    
    # Strength of view filter.
    view-filter-strength 0.8
    
    # View window size (3-13).
    view-size force 12
    
    
    #
    # ALIASES
    #
    
    
    you assume it's jdoom but it happens with all games.

    doom1ultimate003.png

    Uploaded with ImageShack.us

    edit: what i think is happening is that in doomsdays eyes it's treating 3d models as if they were bound to a square that can never change. so if you had a 800x600 res and then you shrink it to 800x300 you would not get all of it.
  • Gordon wrote:
    you assume it's jdoom but it happens with all games.
    I did not assume, I provided an example because you did not specify.

    That screenshot isn't much use to me because I need to know the actual dimensions of the screen as rendered at the time you took the screenshot. The actual dimensions may differ from those you ask Doomsday to use.

    Can you take another screenshot using the engine's own screenshot functionality and upload that to some place where I can download the original screenshot file, not something that has been processed by ImageShack (failing that, feel free to email it to me).
    what i think is happening is that in doomsdays eyes it's treating 3d models as if they were bound to a square that can never change. so if you had a 800x600 res and then you shrink it to 800x300 you would not get all of it
    Not quite, however there is indeed some additional scaling and positioning applied due to the fact we need to scale and position relatively to the current window dimensions. What I suspect is happening is that your monitor is using a different aspect ratio to the one you ask Doomsday to use.
  • ah and that image is straight from doomsday as doing print screen will not work for me it comes out as tga something that image shack dose not support but if you want another image i will be happy to provide it as it was taken from doomsday and the resolution i am using and the one doomsday should be using is 1920x1080 note if any of the dimensions are off i should see a black boarder.

    http://nikulas.webs.com/photos/doom1-ultimate-005.tga
    http://nikulas.webs.com/photos/doom1-ultimate-006.tga
    http://nikulas.webs.com/photos/doom1-ultimate-007.tga
    http://nikulas.webs.com/photos/doom1-ultimate-008.tga
    here you are my friend.

    edit: i also noticed that the sprites were stretched when the 3d models were turned off not a big deal as i can deal with it.
  • is there any update on this? as from what i have seen this happens with all resolutions that are not 4:3 or 5:4. the closer to one of thos resolutions the more normal it looks i think i could be wrong tho.
  • I have looked into this and the problem is the fixed 4:3 aspect ratio assumed by the code which renders the player weapons in Doomsday. This will be addressed in a future release but for now you can use the following cvars to adjust them:

    rend-hud-offset-scale: Scaling of player weapon (x,y) offset.
    rend-hud-fov-shift: When FOV > 90 player weapon is shifted downward.
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