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Posted

There's a new build at https://github.com/DanielGibson/thedarkmod-mirror/pull/1

and also updated GUIs - I think all relevant GUIs are done now?

 

Needs testing of course, please let me know if anything looks weird or otherwise misbehaves :)

Examples of a menu in different screen aspect ratios (that number was just for debugging and shows the current aspect ratio, e.g. 16:9 is 16/9 = 1.777..)

darkmod(2026-06-1712-40-19)(000).thumb.jpg.623e29bd1a643142927a090d295edf85.jpgdarkmod(2026-06-1712-38-03)(000).thumb.jpg.d9b8f288b477d55612993d7d04f2edec.jpgdarkmod(2026-06-1712-37-12)(000).thumb.jpg.a05613cbd928f209faf2fe22e7a69a6e.jpg

Posted (edited)

screenshots of the main part of the main menu, here I took extra care to move the left and right parts closer to each other for narrower aspect ratios.

In the mission list above the menu is just squeezed when narrower than 16:9, because it was too hard to get both parts to fit into 4:3 in their original width, but here it was possible because cutting off parts of the background figure doesn't hurt

Update: just realized the screenshots I posted here were outdated, replaced them with new ones

 

newjob (2026-06-17 22-48-47) (0 0 0).jpg

newjob (2026-06-17 22-48-43) (0 0 0).jpg

newjob (2026-06-17 22-49-03) (0 0 0).jpg

Edited by covert_caedes
screenshots were not of final version
  • Like 2
Posted

Cool! Now the mission lists could be made a bit wider depending on aspect ratio? Often mission names are cut off.

I guess you could have a different layout based on aspect ratio? For example having install_splash.tga as picture left of the mission description instead of under it with 0.2 opacity.

Could this be made part of a test build, which could be installed via the installer, or will this be added to the new dev version?

Posted (edited)

Ok I tried the testbuild. I was kind of expecting a bigger change. I saw almost no difference with a windowed 16:9 screen. Maybe I'm just missing the point.

Although other aspect ratio's do look better

Edited by datiswous
Posted
14 hours ago, datiswous said:

Cool! Now the mission lists could be made a bit wider depending on aspect ratio? Often mission names are cut off.

Yes, theoretically that should be possible, by having different windowdefs for different aspectratios and using something like visible "gui::cstAspectRatio" < 1.6 in one and visible "gui::cstAspectRatio" >= 1.6 in the other.

Maybe it could even be done by setting the rect's width based on one of the new variables?
Feel free to experiment ;)

 

14 hours ago, datiswous said:

Could this be made part of a test build, which could be installed via the installer, or will this be added to the new dev version?

No idea how those are created and distributed, but so far my changes are not in the SVN repo but just my private git repo (for the code) or those zip files (for the .guis).

I'll commit them to the SVN repo once someone from the team gives their ok (should probably be a coder who can decide whether they want all my changes to the engine or not).

 

13 hours ago, datiswous said:

Ok I tried the testbuild. I was kind of expecting a bigger change. I saw almost no difference with a windowed 16:9 screen. Maybe I'm just missing the point.

Yes you do ;)

So far the menus were optimized for 16:9 and looked stretched at other aspect ratios, especially if they're very different (16:10 still looked ok, 4:3 or 21:9 not so much).
The main goal here was to make sure they look good at any aspect ratio instead of visibly stretching or squeezing text and icons. The only thing that's still stretched is that "noisy" part of the background in the main menu - I don't think it matters, it doesn't have a real shape anyway. But background images like those figures or the skull on the death screen now preserve their aspect ratio - so them looking the same at 16:9 is expected ;)
There may be some exceptions for things that looked like they were meant for 4:3 and looked stretched at 16:9 (like the shop menu and credits, I think?) - those should now look like in 4:3 at any aspect ratio incl. 16:9.

(Caveat for "not stretching/squeezing": Some things are still squeezed for aspect ratios between 4:3 and 16:9, because menus with two "pages" on them like the missions list I posted above often just don't fit into narrower resolutions - but that's at least not worse than before. And for wider aspect ratios those menus now look like at 16:9 instead of being stretched.)

  • Like 1
  • Thanks 1
Posted

Hmm, I'll need to compile as a sanity check but when I tried the existing build on WINE I was unable to change the icon scale on the HUD Opacity sub-menu. I would just jump to the largest size.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

That issue sounds familiar, it's possible that I only fixed it after uploading the current GUIs.

I just uploaded the latest state on Github.

Posted

Weird, it works fine here at 1080p, native linux, both windowed and fullscreen, even with renderscale < 1

 

Did you remember to rename tdm_guis04.zip to tdm_guis04.pk4?

Posted

OK, as a sanity check I extracted the GUI's pk4 into the GUIS asset folder and ran your Linux build and that works.

I'll rebuild from source to verify further but I think that might just mean exploded folders take precedence over pk4's.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted
5 minutes ago, nbohr1more said:

OK, as a sanity check I extracted the GUI's pk4 into the GUIS asset folder and ran your Linux build and that works.

I'll rebuild from source to verify further but I think that might just mean exploded folders take precedence over pk4's.

Edit: Source build works well too!

LGTM / Please merge to SVN source trunk. :)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

Thanks, I've committed the code changes to the darkmod_src SVN and updated executables and the modified GUIs to the darkmod SVN

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