Closed ZellSF closed 3 years ago
Hi @ZellSF
Thanks for reporting. This is a known issue due to how JkGfxMod HUD scaling works.
Jedi Knight natively draws all of the overlay elements to the front buffer in software. JkGfxMod 'tricks' JK into drawing to a texture, instead, and applies the texture to a HUD mesh (with different parts scaled up depending on your settings). Unfortunately, this means the minimap also gets blown up anywhere it overlaps another overlay element (like the console messages or the active item indicator) and there is no good way for JkGfxMod to isolate the minimap texture from the rest.
I'm not sure how this can be fixed, but I'm going to leave this bug open for future reference.
I'd think the most elegant way to solve this would be to find a way to crop the map drawing function to sections that other HUD areas are not overlapping (perhaps a fixed number of pixels away from the edges of the screen rather than the whole screen) but that's getting into .exe modifications at that point
Based on the following:
I am closing this bug wontfix.
hud_scale 8.0 vs hud_scale 1.0 here: https://www.youtube.com/watch?v=upJ2Vhg7kXY (this is the first level, the first elevator you find). Seems to draw some duplicate part of the minimap upscaled.