Enlarged Story Line Text?

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beetlenaut
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Re: Enlarged Story Line Text?

Post by beetlenaut »

The difference is not subtle it if works, so there is a bug in the Pixel Scale Multiplier (I assume only on the Macintosh). That's the problem that needs to be solved.

You should put in a bug report. I would do it myself, but I don't have access to a machine with the same problem. I won't know if a developer fixes it, and I can't answer any questions or show error logs or anything.
Campaigns: Dead Water,
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Secrets of the Ancients,
and WML Guide
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Pentarctagon
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Re: Enlarged Story Line Text?

Post by Pentarctagon »

I doubt the UI elements would be able to be laid out in a screen area that's effectively 720x450 though.
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Atreides
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Re: Enlarged Story Line Text?

Post by Atreides »

I tried the multiplier after reading this and while it does work in my case I found that it was too much (doubling). Something like 1.25 or 1.5 might be better than just 2, 3,... Also it really has to work hard to squish all the needed info into the smaller space available leading quite often to the need to scroll which is an unfortunate effect.

The standard game zoom function is quite nice but it seems it does not zoom text. It does however bring out amazing detail in the sprites and hexes! Oddly 1.18 seems to have different zoom levels than 1.16 since the former works best at 1 zoom level in and the latter with 2 levels. Have not tried 1.14 yet and I remember 1.12 had ultra fine grained levels which made it hard to zoom quickly (although a rough and ready way is to click on the little arrow under the minimap to quickly set a moderate zoom which would take about a dozen keyboard presses). I do know that one can actually edit a core file to alter the zoom levels available.

Incidentally scenario designers are free to alter the the size of labels as they wish which can cause further hardships to elder eyes if made smaller. Of course one does want the labels not to be too intrusive so it's a balancing act as usual.
Soliton
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Re: Enlarged Story Line Text?

Post by Soliton »

On MacOS the pixel scale multiplier works as well but you need a resolution of at least 1600x1080 for a multiplier of 2 to be allowed. For me with 1920x1080 resolution that means only in full screen mode I have the 1080 pixel height needed so that a multiplier of 2 does something. Alternatively you can try a different resolution in the system settings of MacOS.

Since you seem to mainly want to enlarge the text though the font size scale option is the best there is so far. In general wesnoth development is a volunteer effort so anyone can pitch in with improvements. You could for example open an issue on bugs.wesnoth.org and explain in more detail what you would like to see implemented. I at least have no idea what
a full-screen dialog overlaying a "watermark" of the game screen at 24-pitch or something like that
would mean for example. If it is clear what to implement the chance is much higher that someone will actually do it.
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Atreides
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Re: Enlarged Story Line Text?

Post by Atreides »

I had a thought, if the problem is the text at the right and top could a custom theme help there? There's a "Combat Theme" I recall. A Big Text theme is perhaps possible?
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