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Widescreen HUD and menu background texture scaling #431
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Also on the subject of interface background textures, a more whimsical question. I figured out through experimentation that the widescreen HUD texture itself is taken from the current WAD. Could there, by any chance, be an option to select which texture it is? Is this even something that's up to the source port to decide, or does it always have to be the same? (I mean, GZDoom's does happen to be the same, so...) Perhaps I'd like a more grayish stone texture instead of green bricks to the sides of my gray HUD :) |
That would be a great feature, but aren't those assets technically copyrighted? Could be wrong though, I'm not a fair use expert. I should definitely learn how to use widescreen assets for my projects now that I think of it 👀 |
I don't know if there are any copyright issues. GZDoom for example integrates widescreen assets into its packages so I don't know. |
PrBoom+ will not ship with any widescreen assets bundled, because it is simply not considered as the source port's job to provide additional artwork. Also, we take copyright and licensing issues very serious, |
@fabiangreffrath It is entirely understandable that the source port should not include any additional assets. However, assets had nothing to do with my original issue, they only came up in the related discussion. In fact, the original issue only arises if no extra assets are loaded in the first place. Do you consider the current scaling of the (already there, taken from the wad) background textures to be okay? That much is clearly the source port's job. The strips to the left and the right of the HUD and the menu background texture are already there, wouldn't it make sense to apply correct scaling to them? |
Do you mean the difference between this (Crispy Doom) and this (Woof)? Well, I'd say that's an implementation detail and nothing that needs fixing. Some users may prefer the former, more crispy look, whereas others prefer the latter, more blurry look. You just cannot get it right for all, so it's probably better to keep it as it is. |
The background textures - the "Fullscreen menu background" texture, and, more notably, the texture used to fill in the blank space to the sides of the HUD in widescreen mode - appear to be scaled 1:1, meaning they look high-res and don't fit in with the wonderfully pixelated look of everything else. This is the default look and the only way I've found to change it is to change the
screen_resolution
option - the background's pixels line up with those in the other interface elements at320x*
.Can this be configured?
If so, wouldn't it make sense to make consistent scaling the default option?
If not, perhaps this should be made configurable?
Images
For comparison, here is the same scene (smaller view to make the issue more apparent, the scaling of the bars to the sides of the HUD doesn't change)
My prboom-plus.cfg
Version: PrBoom-Plus v2.6.1um
Platform: Linux (AUR)
P.S. Sorry if I simply missed the relevant config option, but I've been looking for days now and found nothing.
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