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?? lol
No, 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.
But you're all right, it's not very intuitive if you're a novice.
Most importantly in this regard: Frankly, all the average user will care to want is to "make it hi-res" and then be overwhelmed by the 6 different choices. For one, I think the fixed non-320x200 ones should go. The main reason to stick with 320x200 is that it's what all the assets were designed for - menus in particular. 640x400 and so on have no such benefit, so any user would probably want to use a mode that fills their entire screen instead.
I think a far more elegant (from the UI perspective at least) would to have "Original" and "Expanded", and Expanded would enable a Zoom scalar value (that goes up/down in increments of .5 for Linear). This will set the pixel multiplier.
Volutar's problem is that nearest scaling looks like shit for any non-integer multiplier (which unfortunately is any modern resolution) therefore I propose that when the game is scaling using nearest neighbor (in any SDL mode, or any GL filter where "linear: false" is set) the Letterbox option also letterboxes the game to the closest clean integer multiplication. Modes where "linear: true" is set have no need for this, so there's no reason to sacrifice aspect-ratio correction for using the entire screen space in their cases.
Original: Base resolution 320x200. If nearest: letterboxed to closest integer scale. For example, window size 1920x1080 would use a 5x scale since 1600x1000 is the largest integer multiple of 320x200 that fits. Black bars on all sides. See Chocolate Doom for example of this.
Expanded (Zoom 1x): The base resolution becomes the output resolution.
Expanded (Zoom 2x): Halves the base resolution so that it is pixel-doubled (2x2 pixels)
Expanded (Zoom 3x): and so on...
Essentially, it just dumps the Original 1.5x and 2x options and renames the "1/# Display" options to something more meaningful. I think the Expanded term makes clear that the purpose of scaling is for showing more of the battlescape. With "1/# Display" or "2x: 960x540" this isn't very clear.