Before I continue, I should clear something up: FSO
does in fact scale gauges by default; if you play without mods or MediaVPs, that's exactly what happens. However, the FSU guys (who are responsible for the MediaVPs) believed for some reason that scaling should be disabled completely, so that's how the 2014 MediaVPs were configured. Unfortunately, that has the effect of making the HUD too small for various configurations, which is what this thread is all about.
How does it not solve the problem of the HUD becoming too tiny at very high resolutions? You have more resolution, you can choose a higher scaling factor. Also take into consideration screen space. if you have a >30" monitor you don't really need and maybe don't even want single HUD elements taking up a fourth of the screen space.
What's wrong with your proposal? It requires users with high-resolution monitors to edit a table to make the HUD big enough, which is something that we want to avoid. (As I said earlier in this thread, tables are not for user settings.) And yes, I completely understand that a huge monitor makes the HUD huge if scaling is fully enabled, but then again, it makes just about
everything (except for the desktop) huge.
I don't think your solution does anything better, if you are forcing HUD scaling on at common resolutions anyways why even have the default scaling off?
My patch is more sophisticated than that: It disables scaling up until a given resolution (the one specified in
$Force Scaling Above), and above that it scales the gauges enough so that they appear to be as large as they would be if the screen resolution were the same as that given resolution (again, the one specified in
$Force Scaling Above). In the latter case, it
does not scale gauges fully; it only does so partially.
Please actually try out
my build with a variety of resolutions before further criticizing my proposal.
Wouldn't it be better to have it on by default and force scaling off below a certain resolution?
That's effectively what my patch does.
I should also note that by that point we'd have to redo the HUD graphics ANYWAYS (should really go to .svg) since trying to scale the current ones to such a high resolution will cause scaling artifacts.
Agreed, though that requires SVG support to be implemented.
No you don't understand, a binary option sucks. Some of us not only have large resolutions, but also large monitors. Scaling off is too small, scaling on is too big (or rather, bigger than necessary). Forcing scaling on or off at a certain resolution doesn't solve this problem since it lacks granularity.
Actually, I
do understand that a binary option sucks in this case. That's why I'm trying to reach a middleground, and my patch does this by allowing modders (that includes the MediaVP authors) to specify a resolution at which scaling starts to occur, and even then it's not full scaling.
I acknowledge that my implementation might not be the most intuitive possible. Perhaps this would be better:
;General Shenanigans
$Max Directives: 8
$Max Escort Ships: 13
$Scale Gauges Above: (1200, 900)
If the screen resolution is greater than the one in
$Scale Gauges Above, then gauges are scaled (and again, only partially). If it's lower, then gauges are not scaled.
$Scale Gauges would not need to be set, and in fact both
$Scale Gauges and
$Scale Gauges Above would be able to override each other.