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Messages - Rennex

#1
I was burning a room in my base because it was infested, and I wanted to build some extra walls around it.

Pawns would arrive with building materials, but instead of finishing the build, they would just stand still outside the burning room. If I remember correctly, this only started happening once the fire spread very near to the hallway where the pawns were, like to the tiles just on the other side of the wall. And not every colonist was affected, only the people who came near. Kicking them with a draft/undraft didn't help, and neither did trying to tell them to work on the building.

When I finally removed the room from the home zone, the colonists went on with their business.

I don't have a savegame of the situation. I could try to recreate it if it's needed, but I think this points to firefighting nearby fires in the home zone when there's no path to walk there.
#2
When your boss tells you to work on a specific project, you work on it for a minimum amount of time and leave it unfinished to go do more interesting stuff.
#3
Quote from: Magoozle on February 19, 2015, 10:16:22 AM
It will depend on your screen size

Yeah, it's down to the PPI. For about 20 years we've been stuck with most computer screens being about 100 PPI, so almost no-one had to bother supporting anything else. Now we're finally getting 150 and even 200 PPI screens on desktops and laptops, and that leads to some problems with programs that are hardcoded to 100 PPI. There's two possible solutions to the unreadably small graphics: enlarge the 100 PPI bitmaps and suffer from blur, or fix the programs and enjoy sharp images.  8)
#4
Quote from: Tynan on December 28, 2014, 07:09:06 PM
Probably not. You'd have to change all the screen layout dimensions in every menu.

I was afraid that would be the case. However, maybe you could just implement a font size multiplier, that would also get used for menu coordinates and sizes? Useful values would include at least 100%, 150%, and 200%.

I've been playing alpha 9 today with the nice new antialiased fonts, but I still have to play it in a blurry non-native resolution  :-\
#5
I can. It seems to run fine and the graphics are nice and sharp, but it's unplayable due to tiny fonts. I have to play it at 2560x1440, which is not optimal  :(
#6
Seconded, though as a Windows user! I have a 4k monitor with 157 DPI, and the game runs perfectly at the native resolution but then the text is too small. I don't think I want double-sized text though; +50% would be perfect.

So the optimal solution would be to allow us to set the font size we want, and default to a value based on the OS setting (at least in Windows -- OSX might behave differently). And flag the .exe HiDPI aware.

And please, Tynan and possible other coders: become aware of this issue now, so that you don't end up building lots of UI that's hardcoded for 96 DPI and needs lots of work to fix (and possibly ends up never being fixed)! It already worries me that the UI fonts aren't antialiased...