Double/Quad scale for status bar & fullscreen HUD?

Moderator: GZDoom Developers

Post Reply
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Double/Quad scale for status bar & fullscreen HUD?

Post by Nash »

I play at 1920x1200 and with the status bar, and with st_scale 0, the status bar is too tiny... but with st_scale 1, I think it's obscenely too big. :P

Can st_scale be changed to allow double/quad scaling, like the message system in ZDoom? Or perhaps a slider, like what was recently done for the crosshair? Oh and perhaps the fullscreen HUD (not the Alt HUD!) can be given the same treatment too, for users who play with the FS HUD instead...

Thanks!
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by Accensus »

Until this receives a reply from one of the devs, you could always change the Resolution from within SBARINFO, though I'm pretty sure you're already well aware of that, but just in case.
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by Nash »

I'm not asking about a modding feature. I'm asking about a user option feature.
Spoiler:
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by Tapwave »

I agree a //lot// with this suggestion, because the HUD of my mod is unplayably huge if I reduce the resolution, and too tiny if I up it, because it relies on large elements that are difficult to scale properly. I still found two *good* positions, but they only work on lower resolutions for the small one, and larger resolutions for the big one. So this would allow me to have a single version of the mod instead of one with a larger res parameter.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by Accensus »

Nash wrote:I'm not asking about a modding feature. I'm asking about a user option feature.
Spoiler:
In that case, I apologise. I understand my workaround needs to tinker around with SBARINFO, which isn't really what you need. I offered it as a temporary alternative. Maybe it'll help someone else while waiting for this feature suggestion to make it in.
dpJudas
 
 
Posts: 3037
Joined: Sat May 28, 2016 1:01 pm

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by dpJudas »

Looking to find out how many scale cvars we have totally. So far I've got: st_scale, hud_scale, hud_althudscale, crosshairscale, con_scaletext - did I miss any?
dpJudas
 
 
Posts: 3037
Joined: Sat May 28, 2016 1:01 pm

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by dpJudas »

What is the forced scale about in DBaseStatusBar::SetScaled? Some way the mods can say they want it to use scaled status bar even if it is off with st_scale? If so, should such a thing lock it to a 1.0 scale?
User avatar
NeuralStunner
 
 
Posts: 12325
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by NeuralStunner »

dpJudas wrote:Some way the mods can say they want it to use scaled status bar even if it is off with st_scale? If so, should such a thing lock it to a 1.0 scale?
Yes, and yes. It's sometimes useful to work in the 320x200 virtual space and use downscaled graphics.
User avatar
Rachael
Posts: 13531
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by Rachael »

I'm curious - did this address this request?

If not, what more could be done?
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by Nash »

The status bar still isn't scaled yet (dpJudas already explained why it might be more complicated). Since the OP asked for "status bar", I imagine that technically the request hasn't been fulfilled yet... <:)
dpJudas
 
 
Posts: 3037
Joined: Sat May 28, 2016 1:01 pm

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by dpJudas »

Eruanna wrote:If not, what more could be done?
Ideally, when st_scale is 1 and uiscale is not 0 and the forced argument to SetScaled is false, it would scale using a virtual size of SCREENWIDTH/uiscale x SCREENHEIGHT/uiscale. I didn't attempt to make this change as my understanding of how the status bar works is very limited.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by Graf Zahl »

I hope this can be handled when the status bar code gets a scripting treatment. But the complexity of SBARINFO dampens my hopes considerably. But for now this can be pushed aside.
User avatar
Nash
 
 
Posts: 17434
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Double/Quad scale for status bar & fullscreen HUD?

Post by Nash »

Added when the status bar scaling cleanup was completed.
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”