Scripts / Weapon Hud Wheel

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Teabone
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18
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Joined: 8th Jun 2006
Location: Earth
Posted: 3rd Sep 2019 18:41
Hi all,

I'm looking to expand the weapon hud wheel script, to include more support for different kinds of display resolutions. Currently, only 2 are supported (1920x1080 and 1280x720):

https://www.tgcstore.net/product/32263



What is the resolution you are currently using for your display? I'd like to make a list of the most common resolutions and start adding more support for those screens.

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i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce GTX 960
granada
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 3rd Sep 2019 19:39
I am using a 4k monitor now,I think there becoming more affordable for everyone.
( i got you’re script pack a couple of days ago, fantastic value ) nice to see you following up and improving them

Dave
Windows 10 Pro 64 bit
GeForce RTX™ 2070 GAMING OC 8G
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
3840 x 2160 ,60 Hz
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Teabone
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Posted: 3rd Sep 2019 20:25 Edited at: 3rd Sep 2019 20:27
ah yes, 4k!

I'm going to need a 4K monitor to test out 3840 x 2160 pixels and 4096 x 2160 pixels to make sure the sprites all align properly. Will have to check if those resolutions match-up when divided with any of the resolutions my television monitor uses, in terms of aspect ratio, which I can use to test out GG on. If so I should be able to make an aspect ratio chart to match without needing those two exact dimensions. Though I may nudge you to do some testing

Looks like i need a new monitor
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i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce GTX 960
granada
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Joined: 27th Aug 2002
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Posted: 3rd Sep 2019 20:44
Quote: "Though I may nudge you to do some testing "


No problem

Dave
Windows 10 Pro 64 bit
GeForce RTX™ 2070 GAMING OC 8G
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
3840 x 2160 ,60 Hz
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AmenMoses
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Joined: 20th Feb 2016
Location: Portsmouth, England
Posted: 3rd Sep 2019 22:02
The only factor to worry about is the form factor, i.e. h/w, if that is the same then the sprites should look the same.

So any HD based form factor will look the same, i.e. HD/2K/4K.

The ones that give the most problem are the old style squarer ones, 1200/1024 for example.

Been there, done that, got all the T-Shirts!
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smallg
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19
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Joined: 8th Dec 2005
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Posted: 3rd Sep 2019 22:44 Edited at: 3rd Sep 2019 22:46
Yes, I was going to ask what changes you see depending on resolution? As sprites in GG are % based it should look the (roughly) same as long the aspect ratio is the same as amen says... Though of course testing is always good and nice work, looks great
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
AmenMoses
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Location: Portsmouth, England
Posted: 4th Sep 2019 00:10
The problem is that if you use % of screen for both x&y it will only look circular when using a screen resolution the same ratio of h/w as the original image.

My compass script (the only thing I've put on the store) has code to handle any screen resolution and still display the compass as a circle (and have the needle rotate correctly).

Been there, done that, got all the T-Shirts!
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Kitakazi
17
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Joined: 9th Feb 2007
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Posted: 4th Sep 2019 01:19
3840x2160
Teabone
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Joined: 8th Jun 2006
Location: Earth
Posted: 4th Sep 2019 02:52 Edited at: 4th Sep 2019 02:53
The circle works out pretty well. However for text and icons, they tend to go all over the place on various screen resolutions. Though in theory the screens that scale up properly on the same aspect ratio should be close to the same. Though there are so many odd screen resolutions in use out there ive noticed some very bizarre results at times. Especially when i went back to test on an older SD (standard definition) monitor.
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i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce GTX 960

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