Looks like it should be possible to keep it all 4:3 and not have to stretch the width, but it's going to take some work to rip out and redo all of the current scaling/resizing hacks. The only real question would be how to handle the HUD, since with this newer method it would also stay 4:3, even though you would get the full width otherwise.
I think that would fix 80% of the widescreen issue; even 16:9 makes it somewhat tough to read the HUD.
Isn't there someone that is already working on redoing the HUD so that it will scale correctly even when the aspect ratios are changed?
I guess I should show some of my cards here. I've already told some people on #scp about this stuff but it's probably time to put it on the record.
One of the things that's part of the whole HUD rewrite is that I rebuilt hud_gauges.tbl to define different gauge layouts for different resolutions and for different aspect ratios. Just as the current HUD right now uses a 1024x768 or 640x480 base resolution to scale HUD gauges, I'm letting HUD designers modify this scale and apply it to resolutions that follow a set of designer-defined rules.
So you can, as an example, define a HUD layout to work exclusively for wide screen resolutions that range from 1280x720 to 1440x900 and base the scaling on, say, 1280x800. So, instead of a 1024x768 4:3 HUD stretched all the way to 1440x900 16:10 screen, we can have a 1280x800 16:9 HUD stretched to a 1440x900 screen or shrunk down to 1280x720.
And maybe you want to be more stringent than that. There's nothing stopping you from defining a rule that says a 1440x900 HUD layout can only be used for a 1440x900 screen size.
Or maybe you want to be more liberal than that. There's nothing stopping you from designing a HUD that's based on the typical GR_1024 scale, and apply that to all resolutions as we've always done.
Or we can go in between. Apply the default 1024x768 layout to only apply for full screen resolutions while supplying your own layout in a 1280x720 scale to only apply to wide screen resolutions
I'm just worried how kosher this solution will be based on the fact that this feature I concocted is based on manipulating the values of Gr_resize_x and Gr_resize_y and restoring the original values after drawing the HUD. It's the best solution I could think of without shaking the boat too much in the graphics department while giving the artists enough power over the FS2 hard coded HUD.
EDIT: Oh yeah, btw, I eliminated the hard coded constants for the HUD. Each fixed HUD gauge now draws relative to the top left corner of itself instead of the top left corner of the screen, which will, yes, let us do some serious feng shui with HUD gauges.
EDIT2: Oh and yes, the original FS2 retail HUD layout and scale will still be the same if no applicable HUD layout can be found. That means it's up to the modders/FSU to deliver a properly scaled HUD with this feature.