Does anyone know of a mod to scale the UI up a bit? I'm playing on a 4K monitor but have to keep the resolution below max or the UI becomes to tiny to read or to use effectively.
I second this I would absolutely love it...
I thought about doing/coding this myself but haven't got to it (because I would like it to be able to be "switched" so it would be more dev heavy
If anyone done some progress on this happy to help &/or take from there
Many established mods (mine included) incorporate some UI scaling elements that were never externalised to a separate mod. You could start by looking at some threads where we discussed the trickier aspects of scaling (some to a satisfactory conclusion, some not):
(This is still a WIP and not well understood or refined. I advise against mod authors trying to use this. I'm just sharing what I know so far in case it helps others make progress toward discovering a better approach. Pinging @f1rpo because you at least might be interested in this.)
It seem like couple weeks there's a post in the RI thread about how narrow the bottom left help panel is that shows city information or unit information of whatever plot is being hovered.
I spent some time trying to debug the game to figure what width it uses. It took me a...
Hi I'm interested in making some UI modifications to see how far I can get in improving things for higher resolution and pixel density displays. I'm working off of the files in this mod so that's why I'm posting in this forum.
Lately I have been struggling to figure out how to change the appearance of the resource and unit pips that appear on the 3d world map when the resource/unit layers are turned on using the buttons near the minimap. I'm wondering if anybody has any pointers?
I'm using the CvGameCoreDLL files from Realism Invictus' repository since my copy of the game (from Steam)...
I've found the four places in the code section of the EXE where the size of the plot indicators ("bubbles") is hardcoded. Those values aren't unreasonable, the real problem is that the EXE increases them based on the screen height. I've located some code in that vein in the debugger, but I'm not at all sure that that's really it. (Also not sure if the width doesn't also have some impact.) But we can just decrease the base values to compensate for the adjustment.
For a static approach, one can use a hex editor [edit #3: see instructions in this post] and simply replace all...
I am sure there are others as well; these are just the ones I've been party to. You can also look at how I handle scaling of UI elements in RI (and maybe suggest some additional ways to improve it; I'll freely admit that my scaling built atop of BUG is often rather clunky).
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