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Scalable HUD

 
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 07, 2010 22:17    Post subject: Scalable HUD View user's profile Send private message Send e-mail Reply with quote

I've thought about making the HUD scalable in the past but never got around to doing it. It turns out to be only a few minutes worth of work, so I added it in for the next build as you can see here:



The Hud is at 1/4 scale in these screenshots (making it pretty close to 1:1 for that resolution) but other scales can be used as well. There will be a slider and a 1:1 option. (Note that it's actually perfectly readable in-game, it looks a little blurry due to compression)

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Feb 08, 2010 02:17    Post subject: View user's profile Send private message Reply with quote

Awesome - the intrusive size of the HUD in DosBox DF really annoyed me. Good idea with the slider, too. I remember that I could never set JK's resolution very high because the HUD size was linked to it and became way too small. This is a much better solution. Looking forward to it Smile

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Feb 08, 2010 04:10    Post subject: View user's profile Send private message Send e-mail Reply with quote

For simplicity... you might want to change how the option is presented.

Currently you're calling the default not scaling, and this scaling. This is backwards since the screenshot shows a 1:1 hud with the original graphics, just an increase in screen resolution. The default IS scaling.

Instead have the slider just adjust the scale relative to the HUD graphics size, independent of the screen resolution. A checkbox can cause the HUD to scale based on the screen resolution, to match the appearance of DF. In this mode the slider wouldn't affect the scaling, since it doesn't make sense... if you want the hud sized to appear like the 320x200 one, you likely wouldn't want to scale it on top of that.

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klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 08, 2010 04:40    Post subject: View user's profile Send private message Reply with quote

The MAZZTer wrote:
For simplicity... you might want to change how the option is presented.

Currently you're calling the default not scaling, and this scaling. This is backwards since the screenshot shows a 1:1 hud with the original graphics, just an increase in screen resolution. The default IS scaling.

Instead have the slider just adjust the scale relative to the HUD graphics size, independent of the screen resolution. A checkbox can cause the HUD to scale based on the screen resolution, to match the appearance of DF. In this mode the slider wouldn't affect the scaling, since it doesn't make sense... if you want the hud sized to appear like the 320x200 one, you likely wouldn't want to scale it on top of that.


How complicated could this possibly be? It's a slider. One way makes it bigger and the other way makes it smaller. If we get some sort of real-time preview, it will resolve any confusion pretty quickly.

And not everyone thinks in pixels. I'm one of those people who was always annoyed that the HUD in Quake and other games shrunk at higher resolutions. I always thought of HUD elements as taking up a percentage of screen space, so that if the HUD looked smaller on the screen, it was scaled down in my opinion, even if it happened to consist of the same amount of pixels on-screen.

If it's really such a big deal, the option can be called 'HUD Size', with one side of the slider being marked 'Larger' and the other side marked 'Smaller', or maybe even just a '+' and '-'.

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Feb 08, 2010 09:25    Post subject: View user's profile Send private message Reply with quote

Just say the scale as a percentage of its original proportions. 1/1 is 100%. 1/4 is 25%.

If you use proportion relative to the original resolution, rather than pixel size, then it's simple and non-ambiguous.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Feb 08, 2010 12:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

Ah but horizontal resolution or vertical? How big should 1280x960 scale as opposed to 1280x1024? What setting do I choose to get a 1:1 hud at those resolutions? It's more complicated than you think.

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Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Feb 08, 2010 12:41    Post subject: View user's profile Send private message Reply with quote

Vertical. There are widescreen variants, but there are no tallscreen variants (unless you put your monitor on the side, and then it's your fault for being a freak).

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Feb 08, 2010 18:20    Post subject: View user's profile Send private message Send e-mail Reply with quote

DarkXL already accounts for widescreen (and "tallscreen" I believe), the user doesn't need to worry about it. This is simply scaling the final result. 1.0 = Dark Forces scale, < 1.0 = smaller then Dark Forces scale. It's actually very simple. Smile

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The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Feb 09, 2010 00:34    Post subject: View user's profile Send private message Send e-mail Reply with quote

0.1953125 = no scaling of hud at 1280x1024. Doesn't seem simple to me. Sad

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klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Feb 09, 2010 00:39    Post subject: View user's profile Send private message Reply with quote

The MAZZTer wrote:
0.1953125 = no scaling of hud at 1280x1024. Doesn't seem simple to me. Sad


I'm pretty sure there won't be a '0.1953125' checkbox in the config menu. Just click the '1:1 pixel/texel' checkbox or whatever it ends up being called. The controls aren't going to require you to do math.

Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Feb 09, 2010 00:42    Post subject: View user's profile Send private message Reply with quote

I'd love to see how this looks loading the game data from the Mac version of DF. Double-resolution HUD bitmaps.

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