GZDoom Builder 2.3
Re: GZDoom Builder 1.14
Yeah, that was a part of my point for raising it now. I don't know how much more of a problem it will be in a future, but UI scaling certainly isn't going away.
Re: GZDoom Builder 1.14
Guess what, still usable.
Spoiler:And about UI scaling... yes, it would be nice to have some proper UI scaling, cause right now we don't have that luxury.
- Graf Zahl
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Re: GZDoom Builder 1.14
@boris:
Don't act like an idiot. That resolution is quite common on notebooks and tablets, and with display scaling factored in it's also quite common for notebooks and tablets with a nominally full HD display, because devices with smaller screens will definitely have some scaling in there by default.
@MaxEd:
The problem with ZDoom is not that proper scaling can't be done but that due to lack of texture filtering it will look supremely bad if scaling isn't done in full pixels. In any case, that's not quite comparable to a tool that requires a full HD display to work correctly.
Don't act like an idiot. That resolution is quite common on notebooks and tablets, and with display scaling factored in it's also quite common for notebooks and tablets with a nominally full HD display, because devices with smaller screens will definitely have some scaling in there by default.
@MaxEd:
The problem with ZDoom is not that proper scaling can't be done but that due to lack of texture filtering it will look supremely bad if scaling isn't done in full pixels. In any case, that's not quite comparable to a tool that requires a full HD display to work correctly.
Re: GZDoom Builder 1.14
Just reinforcing that point to go with what Graf said right above me there.GooberMan wrote:For reference, a 1920x1080 screen with 150% scaling gives you an effective vertical resolution of 720.
Re: GZDoom Builder 1.14
I'm aware of pixel perfect scaling, but it would be nice if the font size could be taken into account when calculating the scaler...
Re: GZDoom Builder 1.14
Changed in r2275: Linedef Edit form, non-UDMF: reduced window height (667 -> 639 pixels in Doom map format, 736 -> 698 pixels in Hexen map format on Windows 7).
- Overwatch-C-17
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Re: GZDoom Builder 1.14
Hello MaxEd. Sorry if I bother you, but I found some typo again in the Help file.
- At About Scripting Configuration topic. The word resuld must be result
- At MODELDEF and GLDEFS Support topic. What I mean is you can add gzdoom.pk3, brightmaps.pk3, and light.pk3 as your resources but gzdoom.pk3 should be excluded from testing parameter by checkmark the "Exclude from testing parameter"
For GZDB:
Can you change the Sprite of Monster Spawner back to Monster Cube instead of SS Nazi sprite? It makes me confused
Thank you
- At About Scripting Configuration topic. The word resuld must be result
- At MODELDEF and GLDEFS Support topic. What I mean is you can add gzdoom.pk3, brightmaps.pk3, and light.pk3 as your resources but gzdoom.pk3 should be excluded from testing parameter by checkmark the "Exclude from testing parameter"
For GZDB:
Can you change the Sprite of Monster Spawner back to Monster Cube instead of SS Nazi sprite? It makes me confused
Thank you
Last edited by Overwatch-C-17 on Fri Mar 27, 2015 5:16 pm, edited 1 time in total.
Re: GZDoom Builder 1.14
If you really want resolution for ants... My new laptop's default is 3200 x 1800. On a 13" display. Scaling is only problematic for me with GZDoomBuilder if I need to use a toolbar icon (luckily I mostly use keyboard shortcuts.boris wrote:1366x768
For reference:
This is the top left 12th (or so) of my screen... On screen, the drop down menus and Windows GUI elements are "normal" sized, as opposed to giant like they probably look on your screen - so the toolbar icons are about 1/16" square on my screen.
- Tormentor667
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Re: GZDoom Builder 1.14
Good suggestion AFADoomer, I have 2560'resolution and I have the similar problem.
- Ozymandias81
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Re: GZDoom Builder 1.14
Am I the only one in this planet that still uses 1024x768 res?
I am obliged to use such res because my monitor is a crappy 15' ancient KEYMAT hardware (bought 4 years ago for 15€).
I am obliged to use such res because my monitor is a crappy 15' ancient KEYMAT hardware (bought 4 years ago for 15€).
- Zanieon
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Re: GZDoom Builder 1.14
Sorry guys, but all your ostentation with yours Full HD/4K resolutions are still a rarity, 1366x768 is commonly used by Notebooks today and everyone which don't have enough money to buy a enormous monitor, which i think this applies to almost the entire planet with exception of Europe, North America and Oceania.
- wildweasel
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Re: GZDoom Builder 1.14
Yeah, I actually used to use a netbook that ran 1024x600. Had I tried using GZDoom Builder on it, I probably would have been quite cramped. My current laptop is only slightly higher resolution (1366x768), but only because anything with a higher resolution was several hundred dollars more expensive.
Re: GZDoom Builder 1.14
Fixed in r2278Overwatch-C-17 wrote:- At About Scripting Configuration topic. The word resuld must be result
It's irrelevant to the topic. GZDB's GLDEFS parser can only use lights.pk3.Overwatch-C-17 wrote:- At MODELDEF and GLDEFS Support topic. What I mean is you can add gzdoom.pk3, brightmaps.pk3, and light.pk3 as your resources but gzdoom.pk3 should be excluded from testing parameter by checkmark the "Exclude from testing parameter"
You'll need to ask ZDoom devs, because that's the sprite BossEye decorate actor uses (or you can remove (g)zdoom.pk3 from the GZDB's resources list).Overwatch-C-17 wrote:Can you change the Sprite of Monster Spawner back to Monster Cube instead of SS Nazi sprite? It makes me confused
Also, main menu and toolbar icons are now scaled when using UI scaling.
Re: GZDoom Builder 1.14
Blame vanilla, with its Nazi li'l boss eyes, and its Romero head so full of lies.MaxED wrote:You'll need to ask ZDoom devs, because that's the sprite BossEye decorate actor usesOverwatch-C-17 wrote:Can you change the Sprite of Monster Spawner back to Monster Cube instead of SS Nazi sprite? It makes me confused