Finish implementation of hud_oldscale and hud_scalefactor

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Jekyll Grim Payne
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Finish implementation of hud_oldscale and hud_scalefactor

Post by Jekyll Grim Payne »

hud_scalefactor, which allows precision scaling of the HUD, is already implemented and it works fine. However, for some reason these features are not exposed to the menu and are thus probably unknown to most users. Why is that? Is there an issue with their implementation? Is it because the current menu structure might be confusing to the players? (If so, that's something I'm willing to work on.)
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Re: Finish implementation of hud_oldscale and hud_scalefactor

Post by Rachael »

The menu is fucked 6 ways to Sunday at the moment but I think a revamp is coming with VkDoom - so you probably should look at that menu first.
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Re: Finish implementation of hud_oldscale and hud_scalefactor

Post by Professor Hastig »

If I had to take a guess, it is because most users are reluctant to change, and this is a serious alteration of how things work. In Raze this type of scaling is the default and on a sufficiently high resolution display it is indeed magnitudes better than this old-style 'clean' scaling that ZDoom once implemented.
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Re: Finish implementation of hud_oldscale and hud_scalefactor

Post by Jekyll Grim Payne »

Professor Hastig wrote: Fri Jan 05, 2024 4:25 am If I had to take a guess, it is because most users are reluctant to change, and this is a serious alteration of how things work. In Raze this type of scaling is the default and on a sufficiently high resolution display it is indeed magnitudes better than this old-style 'clean' scaling that ZDoom once implemented.
Naturally, but I'm not talking about removing the old scaling method at all. I'm trying to understand why there isn't an option that changes hud_oldscale and a slider for hud_scalefactor in the menu.
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Re: Finish implementation of hud_oldscale and hud_scalefactor

Post by Graf Zahl »

It's mainly because the menu to support the old method is a pile of toxic waste. Something here definitely needs to be done when the menus get updated.
Of course I then expect the same to happen as with the menu when ZDoom's long standing change of the scaling was undone:

You get hundreds of compaints asking "How can I restore it to the old way?"
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Re: Finish implementation of hud_oldscale and hud_scalefactor

Post by Jekyll Grim Payne »

Graf Zahl wrote: Fri Jan 05, 2024 11:11 am It's mainly because the menu to support the old method is a pile of toxic waste. Something here definitely needs to be done when the menus get updated.
Of course I then expect the same to happen as with the menu when ZDoom's long standing change of the scaling was undone:

You get hundreds of compaints asking "How can I restore it to the old way?"
Could this be alleviated by adding an option to OptionMenu items that allows specifying an explicit value for graycheck rather than having IsGrayed() return true whenever the value is 0? This way we would be able to modify the menu in such a way that it has a toggle for hud_oldscale (something like "Old hud scaling"), a slider for "Incremental scalefactor" (or whatever you'd like to call it) that becomes properly grayed-out when hud_oldscale is true, while the traditional Fullscreen HUD scaling becomes grayed-out when it's false. Because if so, that's something I've considered doing and I can make a PR for that.

UPD: to demonstrate:


And naturally, it'd be left at On by default, so that the old users don't see any sudden changes.

Also, semi-related, is there a reason why hud_scalefactor couldn't go above 1.0? I'm sure it would have its uses, especially on wider displays.

UPD: Okay, I went ahead and made a PR: https://github.com/ZDoom/gzdoom/pull/2352
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