Concerning otpUIfix... - by EvaUnit02
DDL on 15/12/2008 at 12:08
Yepz. DX UI code is fucking awful.
Essentially, the scopeview and binocview scale neatly along with the HUD, so fixing the irritating fact that the HUD resets to uber-chunky overscaled size at 1280x1024 and above...means that those two now fail to do so too.
I reckon we could probably incorporate some scaled-up versions (literally just 'the same damn texture, but doubled in size') into HDTP and code it up to use them instead (where appropriate), but I'll have to check with the guy who made the UI fix to see how easy it is to catch presence/absence of the fix (it's a natively-coded affair that hooks out higher level stuff, whereas HDTP is all low-level gamecode reshuffling, and you wouldn't want the game using large textures when the fix ISN'T in play, after all).
Out of curiosity, other than that: opinions on the UI fix?
EvaUnit02 on 15/12/2008 at 16:39
Quote Posted by DDL
Out of curiosity, other than that: opinions on the UI fix?
The text is far too small for my liking, I much prefer the chunky default UI.
Maybe you fellas could make a High-Res version of the UI for HDTP?
DDL on 15/12/2008 at 20:42
So..you don't mind that the default HUD @ 1280+ is gigantic, you just don't like the fact that it's obviously a 640x480 HUD doubled in scale?
I have to say, I wasn't expecting that. I thought everyone found the ginormo HUD irritating.
I mean, I guess the simplest fix here would be to simply not use the otpUIfix, since all it does is make the chunky HUD not chunky anymore.
Remaking the entire HUD* at a higher res would (as far as I know) require recoding all the UI menus, since all the button and window alignments are done on a per-pixel basis (yes...), and..well..no. Sorry: I'm not going to put myself through that. :(
*redoing the sniper/binoc HUD elements is fine, since there is no window/button alignment required: just 'stick in centre of screen', which make tex size irrelevant
EvaUnit02 on 16/12/2008 at 00:47
Quote Posted by DDL
So..you don't mind that the default HUD @ 1280+ is gigantic, you just don't like the fact that it's obviously a 640x480 HUD doubled in scale?
Exactly, the only issue text is far too small for me to comfortably read.
Quote:
I mean, I guess the simplest fix here would be to simply
not use the otpUIfix,
That's what I'd been leaning towards doing, obviously. The near unusable sniper scope sealed the deal really.
Quote:
Remaking the entire HUD* at a higher res would (as far as I know) require recoding all the UI menus, since all the button and window alignments are done on a per-pixel basis (yes...), and..well..no. Sorry: I'm not going to put myself through that. :(
It was only an innocent question, sorry if it offended you.
DDL on 16/12/2008 at 10:51
Not offended! I was just apologising for being unprepared and unwilling to recode umpteen window classes. :)
ZylonBane on 16/12/2008 at 21:36
Quote Posted by DDL
Remaking the entire HUD* at a higher res would (as far as I know) require recoding all the UI menus, since all the button and window alignments are done on a per-pixel basis (yes...), and..well..no. Sorry: I'm not going to put myself through that. :(
Is that even possible? Is the source code for all the HUD screens available?
Because if somebody sat down and coded a high-res HUD for DX, or better yet a truly resolution-independent HUD, that person would be a PC gaming hero.
DDL on 17/12/2008 at 10:14
The code for all the UI menus is in deusex.u, so that's freely extractable.
Sadly, the way the resolution settings are handled with respect to the UI menus is largely native, and I don't know a thing about native code. Also, it's probably horribly dated and update-resistant, knowing the unreal engine.
So even if anyone could be persuaded/forced to sit down and add resolution modifiers to every incidence of per-pixel based alignment in the ui menus (which would be horrible), actually getting the game to implement a scalable HUD anyway might not be possible (certainly not something I could do, anyway).
After all, the way it handles it currently is incredibly simple: it's drawn at actual size all the way up to 1280, when it's drawn at doublesize from then upwards. All the otpUIfix really does is stop it doubling. I'm not sure the game even can draw HUD elements at non-integer magnifications: window code is weird.
ZylonBane on 17/12/2008 at 19:01
Can the code select what images it displays? So you could, for example, switch over to double-resolution graphics past 1280 instead of double-sizing.
Twist on 17/12/2008 at 21:02
Any chance examining the UI code for UT might help? The HUD for UT is incredibly flexible, with menu options that allow the user to customize which elements to show or hide then change the color, scaling and transparency of those selected visible elements.
The two UI systems may be structured so differently it doesn't help at all. I'm just throwing the idea out there. :sweat: