Scaling option for automap sprites

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jdznd
Posts: 3
Joined: Sun Feb 12, 2017 9:56 am

Scaling option for automap sprites

Post by jdznd »

I recently bought a 4k monitor after using a HD-res (1360x768) display for more than 10 years. I ran GZDoom and found that things sprites on automap are displayed insanely big at 4k resolution, and even more so at 8k. (with scale factor 2.0) I really hope there's some kind of scaling option to address this issue.

screenshots:
https://imgur.com/a/kmsoS5X
Hypersonic
Posts: 134
Joined: Mon Aug 14, 2017 3:04 pm

Re: Scaling option for automap sprites

Post by Hypersonic »

Perhaps draw order could help as well, such as draw items that are on the item count last so you can see them on top of corpses.

Related thread
viewtopic.php?f=4&t=59184
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: Scaling option for automap sprites

Post by Gez »

The best would be an option to scale them to their bounding box.

I'd like also an option to only display things that can be interacted with (so with the SOLID, SPECIAL, or SHOOTABLE flags I guess), because sometimes maps feature a lot of sprites to represent SFX like a fog cloud and in automap sprite view that will make entire areas unreadable.
Hypersonic
Posts: 134
Joined: Mon Aug 14, 2017 3:04 pm

Re: Scaling option for automap sprites

Post by Hypersonic »

By bounding box does makes sense, though I believe there are items that hang from the ceiling that don't even have bounding boxes. Also the width/depth bounding box can be very different than the sprite dimensions, such as Heretic pillars. They have a small width/depth bounding box but are very tall and skinny so they would have to be scaled way down. That's a fundamental issue with sprites in the automap: Sprites assume you are seeing them from the side, while on the automap you're looking at them from above.
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De-M-oN
Posts: 203
Joined: Mon May 26, 2008 3:24 pm

Re: Scaling option for automap sprites

Post by De-M-oN »

They're very big at 2560x1600 as well.
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