The game DLL concept was surely an interesting approach but they just offloaded too much of the basic game logic into these DLLs instead of just using them for actor AI. If you set a widescreen resolution then you will need to change the FOV otherwise the screen will look stretched. This means that you can't really do that much with the source unless you are willing to break the protocol between the main engine and the DLLs.The values passed to r_mode have nothing to do with the SDL modes, listed by my code. Find the ‘seta cgfov line and set the value to 115 You may not find this line In that case simply add it somewhere in the config. ![]() That's just the non-architecture of Quake II. The user passes r_mode, either by console or trough the menu.If it's set to -2 the window width and height are taken from the current video mode. If set to 0 or higher the values are taken from a lookup table, for example r_mode 0 is 320x240 If set to -1 the values are read from r_customwidth and r_customheight. ![]() We're passing the width and height to SDL and request a windows with that size from SDL.If vid_fullscreen is set to 1 we'e passing the SDL_WINDOW_FULLSCREEN_DESKTOP to SDL which tells it to keep the current resolution and place the fullscreen window somewhere inside it. If it's set 2 we're passing SDL_WINDOW_FULLSCREEN which tells SDL to switch into that resolution. ![]() The problem that is seeing is just, that he has several video modes providing a resolution of 512x384. I'll likely work around that by introducing a new CVar that forces a refresh rate. Quake2 is requesting 5120x2880 and SDL switches to 2560x1440.
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