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Suggestions / Re: [GAME OPTIONS] Remove some "Advanced Options"
« on: May 02, 2014, 05:19:56 am »
I see no reason not to use "Inventory Extra Stats" at least. Why would you not want to know if you are overloading your soldier??
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Someone please stop volutar on GetLocalization . Instead correct translation he sends total nonsense.It's part of an ongoing debate here.
"1.5x" is "480x300" , "1x" is "320x200", "Full Display" is "без увеличения" (without zoom) and so on. And he is not listen reasonable proposals, he think he always right. Now he just suggest me "shut up" and leave translation team...
Another way is to abandon original basic resolution (only for software at least).The problem with that is that many areas (such as the Geoscape) look terrible with expanded view because the menus and assets are made for 320x200. (See attached) The battlescape is more or less the only place where an expanded view looks fine. The game is made for 320x200 - that should not be abandoned.
Will be only two options, resolution and pixel size. Pixel size can be any number that is divisor of both screen sizes.
Basic resolution will be screen size divided by pixel size.
Thing is - "original" doesn't mean much. 320x200/480x300/640x400 means exact and fixed resolution, and "scaling" using stretching algorithm. "Expanded" - meaningful term, but it makes this line too long. And we're short on space.My view is that the end user doesn't need to know that Original is 320x200. All they need to know is that it's the default, unaltered view of the game, and that Expanded lets them view more than that.
And i'm suggested to find a people, call them or write emails, so they urgently will think on how to translate that better way and do that as soon as possible?? lolNo, but you could leave a post in the Translations forum about it and if someone has the time they'll eventually get around to clearing it up.
Therefore, I suppose choosing the aspect ratio should be enough, unless other users feel differently.That just removes the feature entirely. The feature being a hi-res game, which many users (myself included) have wanted for a long time.
Not fine. Blurred.This is how the linear filter looks. There is nothing wrong with it, per se. It is a personal preference. I understand you prefer the classic blocky look. The point is, a 2x Linear scale looks no better or worse than 1.5x, unlike with Nearest scale where only integer looks good.
What calculation? "x1.5 Original" doesn't make any calculation. It's static value - 480x300, which is much more clear, as for "640x400" instead of "x2 Original".I thought you were referring to the Screen options. Anyway, to me it makes sense because I see "2x Original - that must mean twice as much area as what I remember for 20 years"
Having non integer zoom levels is bad.Only for nearest-neighbor scaling, which I imagine the majority of the userbase is not using. It should still be accommodated, however.
Every single emulator has option resembling Zoom: 100%/200%/300%, and no free scaling with stretching, and no 150% or 250%.The difference is, emulators can't expand the actual game view like OpenXcom can. That's the entire reason the scaling features in OpenXcom exist at all. The "1/# Display" options were likely added so that it could take advantage of extra widescreen space. Clean pixel doubling was never the goal, even if it should have been one. This is an important difference. Also, most emulators DO allow free scaling as an option. This is because it looks fine if you aren't using nearest neighbor scaling.
Frankly, neither of these explanations are understandable by me. What I understand is resolution - say, 800x600. This I can understand.Basically, "1/2 Display" sets the actual game resolution to half of the output resolution, this lets the battlescape use all of your 16:9 widescreen monitor (no black stripes) instead of only the 16:10 portion in the middle. The "Original x#" modes just scale up the original game, and will always be a 16:10 aspect ratio.
The rest... Well, I don't even know what it's for. Back in my days, we had MS-DOS, there was resolution, and if the game ran at all it was already good. All these bazillion display modes are just some sort of techie wankery to me. I tried various display modes in Openxcom, they all look the same to me, so why even bother? All I care about is to not have black stripes near the borders.
Are you kidding?No. The devs cannot possibly know every language OpenXcom runs on, and if a bad translation changes the meaning of something from what was originally intended, then that is a problem that should be rectified.
Thus it's important to keep pixels fixed, square and integer sized- 1x1, 2x2, 3x3 or 4x4.In that case, I agree, as 1.5x scaling on Nearest looks utterly awful. But as I said, it should apply only for the SDL modes and GL shaders where "linear: false" is set, as there is no reason to preserve pixel uniformity in filtered shaders (see attached, which uses 1.5x pixel size and looks fine)
But "Display/2" is some weird notation, looking like a formula, with which users are offered to make their own calculations? Is it obvious that 1.5 original is 480x300? I guess users are suggested to: 1. Find out original values, 2. take calculator, and multiply them. 3. Calculate best "display resolution" to avoid those non uniform pixels. Lame.No, they are not suggested to calculate anything. The options themselves do the calculating for the user. That's what they do. "Display" guarantees 1x1 pixel size, "1/2 Display" guarantees 2x2 pixel size, and so on.
---New suggestion added:Grab a recent Git build. UI volume is on its own slider now.
For sound options it seems like the button select noise is much louder than every thing else. It would be awesome if I could reduce the volume just for that noise.
2. In most of languages this "resolution" menu isn't even translated, because people don't understand what it is. Or translate them the way so user won't get what it is.Then report these cases so that someone who knows the language can fix it.