Open nickalreadyinuse opened 3 weeks ago
The Big HUD elements are not included in Dash as vectors, but the source files were (mostly) vectors. I'd be 100% willing to produce vectors for use in a vectorized version of big HUD that could scale to higher resolutions.
Probably what would make the most sense would be to have preset scalar values for common resolutions and then allow the player to override the scalar value as they wish (effectively the same approach as fov
takes right now - bighud 0
for example would use auto scaling, but you could provide bighud 2
to scale at 2x the stock size, etc.)
Can we support 720p as well?
Can we support 720p as well?
If they were vectorized, it'd probably make sense to base the default scalar value on vertical resolution, that way it'd be compatible with 4:3, 16:9, 16:10, and even 21:9 for ultrawides.
To the best of my knowledge that's at least roughly the logic Dash is already applying in the case of bighud
size at 1080p (base of 1x at 800x600 = 1.8x at 1920x1080).
As per the title, with screen resolutions beyond 1080p "Big HUD" is no longer sufficient at emulating the HUD scale of 640x480 (which IIRC is the reference for Big HUD originally). If possible, it may be best to simply expose the scaling factor as a client variable so that users can scale the HUD to their preference.
I don't remember if the HUD elements were vectorized for Big HUD, or simply scaled up. But allowing users to scale up or down by a power of two with nearest-neighbor should be a reasonably good fix.