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Re: Option to change aspect ratio of menu background images

PostPosted: Wed Jul 10, 2019 1:25 pm
by Nash
Marisa Kirisame wrote:This is an example with a 16:9 background on a 16:10 window.

Vanilla (forced 4:3)

Stretch

Fit

Fill


Enjay wrote:Looks good, very good.

So, just to make sure that I understand the terms "fill" and "fit"...

Fit takes the largest dimension of the image and fits that to the screen (I assume width or height), adding black bars, if necessary, to the other dimension.

Fill makes the image fill the screen by adjusting proportionally it until the dimension that would have black bars with "fit" matches the screen size and if the other dimension is now bigger than the screen dimensions, the extra bits just "fall off" the screen and are unseen. Is that correct?




Very nice. Yeah, this is long overdue.

What happens when a 4:3 user loads a mod that has a widescreen image? Do the extra pixels at the side get cut off (so the image is basically centered)?

Re: Option to change aspect ratio of menu background images

PostPosted: Wed Jul 10, 2019 1:33 pm
by Graf Zahl
No, they'll get black bars at the top and bottom.

Re: Option to change aspect ratio of menu background images

PostPosted: Wed Jul 10, 2019 1:38 pm
by Nash
Sounds good enough to me! That's how it works too in other software, as I recall seeing in the past.

Re: Option to change aspect ratio of menu background images

PostPosted: Wed Jul 10, 2019 2:37 pm
by Marisa Kirisame
Yes, that's exactly it.

Re: Option to change aspect ratio of menu background images

PostPosted: Wed Jul 10, 2019 3:25 pm
by Enjay
Fantastic!

If I'm correct, this is one of the last obvious things that are still tied to a 4:3 ratio and thereby look off on a modern system.

I can imagine anyone with a mod in progress that uses 4:3 images running off to make widescreen versions (I don't now, but I suspect BoA will be an early adopter ;) ).

Re: Option to change aspect ratio of menu background images

PostPosted: Wed Jul 10, 2019 5:58 pm
by Malice
Rachael wrote:You're completely missing the point: You're not the only one who wants this, and if not for the presumptive way the graphic screens were coded this would've been done already.


You assume a lot. No point was missed. I was simply looking for further elaboration because you know, generic one sentence responses...

Either way, it looks like this has some traction now so I will be patient. My intent was only to bring this to the attention of those that can officially make changes, nothing more.

Cheers.

Re: Option to change aspect ratio of menu background images

PostPosted: Sat Jul 20, 2019 12:32 pm
by Malice
Has the newest GZDoom been updated with this fix?

Re: Option to change aspect ratio of menu background images

PostPosted: Sat Jul 20, 2019 12:54 pm
by Graf Zahl
No

Re: Option to change aspect ratio of menu background images

PostPosted: Sat Jul 20, 2019 12:55 pm
by wildweasel
Malice wrote:Has the newest GZDoom been updated with this fix?

Well, it's still sitting in Feature Suggestions with no [Added] or [No] tags on it, so probably it should be assumed not yet.

Re: Option to change aspect ratio of menu background images

PostPosted: Sat Jul 20, 2019 1:00 pm
by Rachael
Malice wrote:Has the newest GZDoom been updated with this fix?

And getting impatient about it doesn't make it happen any faster...

Re: Option to change aspect ratio of menu background images

PostPosted: Sun Jul 21, 2019 12:07 am
by Malice
Rachael wrote:
Malice wrote:Has the newest GZDoom been updated with this fix?

And getting impatient about it doesn't make it happen any faster...


Maybe provide more clarification on how the workflow around here is done then. I wouldn't call 12 days (almost 2 weeks) "being impatient"...

A simple, "No we haven't got around to it yet" would suffice.

Re: Option to change aspect ratio of menu background images

PostPosted: Sun Jul 21, 2019 12:28 am
by wildweasel
Malice wrote:Maybe provide more clarification on how the workflow around here is done then. I wouldn't call 12 days (almost 2 weeks) "being impatient"...

We're hardly a corporation with a rigidly defined structure of work shifts. The best I can offer you is a look at the commits log at Github; that's the easiest way to see what the currently active developers have been doing. At present, the most recent entries all appear to be related to localization and text.