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#31
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Still better than the blinders of the original UI.
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#32
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I realize that sounds super sarcastic but it is not [You must be logged in to view images. Log in or Register.] | |||
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#33
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#34
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dis black bar is growin on meh
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#35
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Note for folks using custom viewport sizes: you do not HAVE to use 4:3 necessarily. It allows any input you want. The narrower the aspect ratio chosen, the more viewable real estate you'll gain at the top and bottom of the screen at the tradeoff of the narrower it'll look on a wide-panel monitor. Try different values and see what you like best. Danth | |||
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Last edited by Danth; 10-12-2019 at 05:16 PM..
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#37
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A lot of games in the late 80's and early/mid 90's used those types of "periscope view" UI's. It was a way of keeping rendered space to a minimum and so help out with framerates. EQ was practically the last to do it.
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#38
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If you guys are going to experiment with viewport, something you should be aware of... I find that starting the Viewpoint at any offset other than zero can cause some visual tearing of the ground. If you see that, try setting your viewport to start at 0 0 and see if that clears it up.
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Last edited by dekova; 10-12-2019 at 05:20 PM..
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#39
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i guess we need a list of 4:3 resolutions posted please :3
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#40
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EQ is taller than it is wider. So the game was setup with this in mind. Remember most people were not using the mouse to look up and down when EQ released, instead they were using Page Up & Page Down on the number pad. So the way things are displayed takes this into consideration, im sure the developers didn't want to pester people to have to constantly press page up and down. Quote:
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What widescreen does do for EQ it adds more space for chat windows, hot bars. Don't let this trick you, you are not seeing anything more in the game, but you are seeing more for the User Interface. Quote:
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Last edited by Mblake81; 10-12-2019 at 06:24 PM..
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