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Can't change HUD size
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Topic:
Can't change HUD size
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664a27c8df028
vurt
#0
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06. August 2020, 22:10:35
664a27c8df08e
So i'm messing with this section in cam_ext.cfg;
; enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2
; HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")
; NOTE: Enabling scaling may actually improve performance, especially at high resolutions.
;d3d_disp_scaled_2d_overlay 64
; alternatively a fixed 2D resolution can be defined, which is aspect ratio corrected and scaled up
; to the current resolution, without enforcing pixel perfectness (ie. filtering makes it a bit less crisp)
d3d_disp_scaled_2d_overlay 640 480
but nothing i do there changes the size of the hud.. neither
d3d_disp_scaled_2d_overlay
or
d3d_disp_scaled_2d_overlay
is there another place i need to look for to make it work?
Running it in 3D Vision, but it should not matter believe, it does change stuff like FOV if i change it in cam_ext.cfg... My resolution is 2560x1440.
Any clues?
664a27c8df227
voodoo47
#1
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07. August 2020, 07:56:04
664a27c8df277
under normal circumstances, you shouldn't have to do anything, all the builds out there will enable d3d_disp_scaled_2d_overlay 64, which will auto-scale the hud as many times as possible - in your case, 1440/480=3 precisely, so you'll get 3x scaling (the hud will look like when the game is running in the 640*480 resolution). it should be very obvious whether it's working or not, the hud should be really large despite the high resolution (screenshots?).
if 3x is too much, you can comment d3d_disp_scaled_2d_overlay 64 out and try d3d_disp_scaled_2d_overlay 1280 960, which will force the scaling to resize the hud into a size that would be displayed in the 1280*960 resolution (2x scaling).
both vars probably shouldn't be active at the same time.
664a27c8df375
vurt
#2
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07. August 2020, 08:05:22
664a27c8df3cf
Thanks.
I found out the problem now, it's the 3DFixManager that i use to get 3D Vision compatibility, it resets this;
use_d3d_display to ;use_d3d_display
so this fix does not work for 3DVision.
Seems odd to me the 3D Vision fix relies on DX6.. but i bet the person who did the fix might not be aware of newer builds that exists, probably not made by a true fan, just someone who quickly put together something.
Meh, too bad i'm not someone who understands programming very well.
I got around it by changing it and write protected the .cfg, but then the stereoscopic 3D doesnt work.
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Chaos. Good news.
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