View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000243||Gameplay + OpenGL||[All Projects] Feature||public||2017-02-11 11:57||2017-03-21 18:43|
|Assigned To||Graf Zahl|
|Summary||0000243: 16:10 Menu Support|
|Description||Crosspost from here: https://forum.zdoom.org/viewtopic.php?f=15&t=54692|
The game's options are unreadable in the menu's current state. I have to use the CVARs to change anything.
|Tags||No tags attached.|
|I can't test 1920x1200, but it should be fixed now, this was caused by not considering the widescreen effect when choosing the scaling factor, and it went into a special case for small screens, even for larger resolutions.|
Tested. Partly fixed. At least now I can see the numbers. Why not add global menu scaling like the one for the HUD? That seems to be the universal solution to scaling problems. There's still an issue if I use custom fonts, even if the letters themselves are small.
New note after extensive testing.
So it seems that aspect ratio sets the menu scale at compile time. Well, here are the issues.
FYI, on a 1920x1200 monitor atm. I will be able to send feedback until 30th of March or so. After that I will be moving to a 1920x1080 one.
//Aspect ratio is forced.
Aspect ratio: Off - menu is off-screen. Basically, what I reported.
Aspect ratio: 16:10 - same as above.
Aspect ratio: 16:9 - menu fits like a glove.
Aspect ratio: 4:3 - menu still fits like a glove.
Basically, the menu is fine on all aspect ratios except the one I'm actually using.
|I have no idea what you are doing. I can't see anything wrong in 16:10.|
Remember, you need to restart the program. Here are pictures for reference. Both are on the same resolution (1920x1200). Taken with phone, because menu doesn't like getting screenshotted, apparently.
Forced 16:10 / Forced Off - http://imgur.com/QGrr77k
Forced 16:9 - http://imgur.com/MkrirA7
Downloaded newest dev build just to be sure (was on a week older build) and the only slight improvement is that on forced 16:9 the menu is only a little bit smaller. Everything else is still the same.
|I cannoz activate a screen size that is larger than my monitor so I simply cannot debug where the wrong scaling value gets picked - but from the looks of it it sees 1200 and chooses 6 which is too much here.|
I'm available to test. Just need to know which build has a fix so I can test and post feedback. Keep in mind that I cannot compile the builds myself. Will need to wait for Blzut's autoupdater. Feedback may take a day to come.
I hope it's better now.
|Can confirm it is fixed, but only if Forced Aspect Ratio is turned off. Using Forced 16:10 still has the issue. I'm not sure if this is worth reopening...|
|It uses the actual screen size to decide how much it wants to scale. And forcing is bound to whack the logic quite effectively.|
|2017-02-11 11:57||Lud||New Issue|
|2017-02-12 18:52||Graf Zahl||Status||new => resolved|
|2017-02-12 18:52||Graf Zahl||Resolution||open => fixed|
|2017-02-12 18:52||Graf Zahl||Note Added: 0000534|
|2017-02-22 07:10||Lud||Note Added: 0000693|
|2017-02-22 07:14||Lud||Note Edited: 0000693||View Revisions|
|2017-03-17 18:18||Lud||Note Added: 0001033|
|2017-03-17 18:23||Rachael||Status||resolved => new|
|2017-03-17 18:23||Rachael||Resolution||fixed => reopened|
|2017-03-18 07:30||Graf Zahl||Note Added: 0001037|
|2017-03-18 07:30||Graf Zahl||Assigned To||=> Graf Zahl|
|2017-03-18 07:30||Graf Zahl||Status||new => feedback|
|2017-03-18 08:59||Lud||Note Added: 0001041|
|2017-03-18 08:59||Lud||Status||feedback => assigned|
|2017-03-18 09:00||Lud||Note Edited: 0001041||View Revisions|
|2017-03-18 16:07||Graf Zahl||Note Added: 0001045|
|2017-03-18 16:40||Lud||Note Added: 0001048|
|2017-03-18 16:40||Lud||Note Edited: 0001048||View Revisions|
|2017-03-19 12:38||Graf Zahl||Status||assigned => resolved|
|2017-03-19 12:38||Graf Zahl||Resolution||reopened => fixed|
|2017-03-19 12:38||Graf Zahl||Note Added: 0001061|
|2017-03-21 10:45||Lud||Note Added: 0001073|
|2017-03-21 18:43||Graf Zahl||Note Added: 0001077|