Graf Zahl wrote:But one recommendation still stands: If you do not test your menus on low resolutions, there's zero guarantees they'll display robustly.
That's a fair cop. I did make some assumptions and once these changes hit, I personally saw to it that my current projects's menus were fixed due to some bad design choices I had made with the custom menus - such as overly long text strings, oversized graphics, and so on. It was a lesson learned to test on smaller resolutions, as painful as it may be for me personally (I use an ultrawide monitor but I don't like running games full-screen unless I'm testing for that, and I have a very specific windowed resolution I set to that is between 720p and 1080p but has the same ratio that I use in windowed mode, if that makes sense. I wish I could save it as a custom resolution pre-set, it's a really odd number.)
The only "problem" is actually with font scaling. I use higher-res fonts with a scale of 4.0, and lower resolutions they tend to look a bit... well, not that great. Aside textures, everything in my projects tends to be high res... so to have low-res fonts kind of looks a bit out of place... but at lower resolutions the scaling doesn't look that great. I think 640x480 is a bit poop to look at with the hi-res fonts.
I guess that's one reason I like working with the dev-builds so much... I like to know what changes are upcoming and how to work with them. I guess that's why I saw this coming and worked on it in preparation for a 4.5.0 release, but alot of people didn't because they don't like using dev-builds (despite being encouraged to at least test them side-by-side).
I guess the main thing is menus are probably the most... obtuse thing to work with in GZDoom, and given the lack of documentation aside going knee deep into the source code is a pain. And I've been using ZScript since it came out. If it hadn't been for discussions involving menus I've been following and noting the source code changes via the changelog, I would have not noticed this was coming.
Alot of stuff I can figure out on my own, but menus are one thing I struggle with. So changing how they work adds to the frustration.
Granted, ZForms seems to make it easier, but it's a pain to set up, especially if you have multiple libraries that depend on it, and it might be overkill for making something simple... say just a text-based read this replacement.
Marisa Kirisame wrote:One problem I personally have with the new menu scaling is the inability to force 1:1 pixel ratio, so my only option is to use size clean as I can't have 640x400 without vertical stretch. Am I some kind of weirdo for designing things for 16:10?
I think you can manually set a resolution to scale to using size x, y command in MENUDEF if you want to set to a custom resolution.
[quote="Graf Zahl"]But one recommendation still stands: If you do not test your menus on low resolutions, there's zero guarantees they'll display robustly.[/quote]
That's a fair cop. I did make some assumptions and once these changes hit, I personally saw to it that my current projects's menus were fixed due to some bad design choices I had made with the custom menus - such as overly long text strings, oversized graphics, and so on. It was a lesson learned to test on smaller resolutions, as painful as it may be for me personally (I use an ultrawide monitor but I don't like running games full-screen unless I'm testing for that, and I have a very specific windowed resolution I set to that is between 720p and 1080p but has the same ratio that I use in windowed mode, if that makes sense. I wish I could save it as a custom resolution pre-set, it's a really odd number.)
The only "problem" is actually with font scaling. I use higher-res fonts with a scale of 4.0, and lower resolutions they tend to look a bit... well, not that great. Aside textures, everything in my projects tends to be high res... so to have low-res fonts kind of looks a bit out of place... but at lower resolutions the scaling doesn't look that great. I think 640x480 is a bit poop to look at with the hi-res fonts.
I guess that's one reason I like working with the dev-builds so much... I like to know what changes are upcoming and how to work with them. I guess that's why I saw this coming and worked on it in preparation for a 4.5.0 release, but alot of people didn't because they don't like using dev-builds (despite being encouraged to at least test them side-by-side).
I guess the main thing is menus are probably the most... obtuse thing to work with in GZDoom, and given the lack of documentation aside going knee deep into the source code is a pain. And I've been using ZScript since it came out. If it hadn't been for discussions involving menus I've been following and noting the source code changes via the changelog, I would have not noticed this was coming.
Alot of stuff I can figure out on my own, but menus are one thing I struggle with. So changing how they work adds to the frustration.
Granted, ZForms seems to make it easier, but it's a pain to set up, especially if you have multiple libraries that depend on it, and it might be overkill for making something simple... say just a text-based read this replacement.
[quote="Marisa Kirisame"]One problem I personally have with the new menu scaling is the inability to force 1:1 pixel ratio, so my only option is to use size clean as I can't have 640x400 without vertical stretch. Am I some kind of weirdo for designing things for 16:10?[/quote]
I think you can manually set a resolution to scale to using size x, y command in MENUDEF if you want to set to a custom resolution.