Scaling the UI, or, Make Windows Big or Small! I7
YAY! One of my favorite commands!
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[u]Note[u]: There are also the commands: /window_hide (or, /hide); /window_show (or, /show) and /windowtoggle (or, /toggle), which also take a <windowname> argument.
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/hide is not a synonym for /window_hide, despite what /cmdlist reports. /hide will hide that character from search results and /whoall queries.
Kinda added it to paragon wiki, we might make a guide section, and I need to pull the important information into the top section.
Also, what are the max/min numbers? At the beginning you say .64 and 1.54, but later on you specify .54.
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/hide is not a synonym for /window_hide, despite what /cmdlist reports. /hide will hide that character from search results and /whoall queries.
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Heh, that's right. Stupid command list synonym!
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Kinda added it to paragon wiki, we might make a guide section, and I need to pull the important information into the top section.
Also, what are the max/min numbers? At the beginning you say .64 and 1.54, but later on you specify .54.
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Happy to provide for Paragonwiki. The correct number is .64 for minimum rescalable size, that '.54' is a typo.
Other notes:
Note: The 3D game graphics and the 2D GUI can not only be *scaled* separately from each other, but their *resolution* can also be resolved differently. If you choose a high resolution setting under Options/Graphics/Screen/UI_Resolution, both the 3D graphics and the 2D GUI will take on that higher resolution. This will shrink the GUI, but with the information provided above, you now know how to rescale the GUI back to a larger size (although, the menu window never rescales, unfortunately). Higher resolutions provide more and crisper detail to both the 3D graphics and the 2D GUI... but what if that puts too much strain on your graphics card or CPU? Well, there is a slider in Options/Graphics/3D_Resolution_Scaling to lower the 3D resolution which *does not* lower the 2D GUI. This allows for crisp, high resolution 2D graphics while lowering the 3D graphics load on your computer.
Note: Related slash command /window_resetall. This will reset all window options to their default scale, size, and color.
Note: Related slash commands toggle the showing or hiding of specific windows and they are initially bound to a specific key.<ul type="square">[*]/chat Toggles the chat window. c
[*]/tray Toggles the tray window (no default key, but 'backslash y' will work)
[*]/target Toggles the target window. t
[*]/nav Toggles the navigation window. n
[*]/map Toggles the map window. m
[*]/menu Toggles the menu. backslash
[*]/powers Toggles the power inventory. p[/list]
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Note: you don't list "Pet" as one of the windows, but your first example scales the "pet" window.
I team with the Repeat Offenders.
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Note: you don't list "Pet" as one of the windows, but your first example scales the "pet" window.
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Thanks, good catch.
Now if I can find the names of the windows that pop up when you interact with base stuff....
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Great Guide Zombie
Additions I found:
Costume scales the window with your 1-5 costumes. The images aren't ultra detailed and some end up being darker because of the way it backlights what you're wearing, but it's a neat way to get a screenie of all a character's costumes at once.
Post i9
On test I played with this, and scaling the Salvage and Recipe Windows is really nice. I scale them down to max the # of things I can see and min the icons, unless I want to get a screen of some item icons. If anyone could figure out the window name for the Vault window, I'd be grateful.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
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The Support window (Menu/Support, or, through /bug or /petition command) can't be made to display with the usual commands (hide/show/toggle), nor can it be individually resized; instead, it takes the scale of the Health window.
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AH HA! The same is true for the consignment house window. Thanks for the hint, Zombie! I was pulling my hair out trying to play guess-the-window-name on that one.
"Recipe" does the recipe list, as you would expect.
<QR>
Has anyone figured out the names of the Vault window or the Consignment House window for this?
Main Character: Ice/Storm/Ice Controller (Justice, 1340 badges)
The consignment house one doesn't have a name. However, if you increase/decrase the size of the health window, the consignment house window will increase/decrease with it. (And so will the various little message boxes.)
I haven't tried the vault window.
Updated paragonwiki.
Are the limits still .64 and 1.54? I seem to recall setting the scale up to 1.9 through the Options dialog since I9 hit.
So let me get this straight? I can choose a lower screen resolution and not have everything blown up so big that even stevie wonder could see it? This is something I have been wanting to do for a while now but the UI being so big makes it hard to use lower resolutions.
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Entoxicated Ninja/PSN Mastermind
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Thank You Devs for Merits!!!!
It's been like that since as long as i can remember. window scale is a great thing, i play at 70% on 1280x1024 cause i like to see the game rather than the windows
Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)
Is there any way to re-size the map window?
I do mean re-size, not rescale.
I keep my map undocked and off the the side at .75 for easy navigation in those pesky mine/tunnel maps, and I would like to be able to resize the window at the same scale to get the bigger picture. Kind of a jury-rigged mini/max map at a keystroke. scale sort of works but every time it scales back down it moves the position of my map back to the center of the screen.
Barring a resize option, any way to define the window position for when it scales back down?
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Is there any way to re-size the map window?
I do mean re-size, not rescale.
I keep my map undocked and off the the side at .75 for easy navigation in those pesky mine/tunnel maps, and I would like to be able to resize the window at the same scale to get the bigger picture. Kind of a jury-rigged mini/max map at a keystroke. scale sort of works but every time it scales back down it moves the position of my map back to the center of the screen.
Barring a resize option, any way to define the window position for when it scales back down?
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There is no known window positioning commands, as much as they've been asked for, since that would allow us to create binds that would auto-setup all our windows they way we want, and change it on the fly even!
I keep my undocked map in the upper right corner at .75 scale, too. I sometimes use the slider to magnify. And if I have to, I just grab the lower left corner of the map and click-and-drag it to expand it. Then click-and-drag that corner to shrink it. This keeps the map in the same position.
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Updated paragonwiki.
Are the limits still .64 and 1.54? I seem to recall setting the scale up to 1.9 through the Options dialog since I9 hit.
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Hey, an undocumented change. We hardly see any of those! <rolls eyes>
The slider in the option menu now goes between 64% and 199%.
The /windowscale command can now take an effective argument of .65 to 1.99. That's not a typo, .65. In the /windowscale command, changing a window from .65 to .64 had no effect on size. This is opposed to the sliding scale in the options menu where going from 65% to 64% had a visible effect.
Anyway, once you get to the extremes, you're basically either trying to make the window as large or as small as it can be. The command /windowscale can take an 'overshoot' argument. If you use .5 or .1, it will scale the window down to the minimum of 65%. And if you use 2 or 10 in the argument, it will scale up the window to the maximum size of 199%.
New and improved ParagonWiki article on /Windowscale. The above link is stale. And I updated the article to include all the info in this thread. Thanks to Konoko for creating the original article on the wiki.
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Is the enhancement table scalable? The base storage one.
How have I missed this thread all these many months? I love having lots of windows open, and scaling makes it possible. But I've wanted to scale different windows to different sizes and didn't know how. Thanks, Zombie_Man - you've made Raggie happy.
RagManX
"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2
The economy is not broken. The players are
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Is the enhancement table scalable? The base storage one.
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Haven't found a window name for it. Looks like no. It scales to the Health window.
And you're welcome RagMan.
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Is there a command to individually set transparency for the windows? I know that Chat and Nav can be done in Options, but I'd like to change the Target one.
Does this still work with the new floating power trays?
Yes. The first time you hit the +, that's /tray1 (I use /window_scale tray1 .7). Subsequent hitting of the + will give you /tray2, 3, etc.
I've already forgotten about most of you
Excellent information. I look forward to playing with it.
Question: is there a way to adjust the font in the map window? When I play my healer, people sometimes have a tendancy to stray too far. In these cases, I like to have the map display charater names. Unfortunately, even when the players are not close in-play, the names on them map still tend to be too close and overlap.
I use my numeric keypad for navigation, player selection and power activation. While in a heated battle, having to use the mouse to hover over dots to get names takes me out of action and causes a major health risk.
You can only change the font of the chat windows independently of the scale of the window, so, the answer is no.
However, you can set up a bind that will make the map scale much larger in a blink and then rescale it down again when done. Something like:
/bind shift+p "windowscale map 1.5"
/bind p "windowscale map .8"
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what about the attribute monitor How can you change the size of that?
The window has the name of combatmonitor, and so, if it can be independently scaled, you can use a command such as:
/windowscale combatmonitor .8
However, if that doesn't work, then it's scaling is either locked to the combatnumbers window or the health window.
List of window names found here.
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Rescaling the User Interface
Chat Tray, or Power(s) Target Nav (or Compass) missionreviewRescaling all of the Graphical User Interface (GUI or just UI) can be done with a slider found in Menu/Options/Graphics/User Interface/Window Scale. All the windows in the UI can be shrunk to 64% of their standard size or magnified to 154% of their standard size.
Changing the scale value rescales proportionally all the texts and graphics in the window and proportionately rescales the maximum and minimum sizes of windows that can by manually resized through clicking-and-dragging their borders.
Note that changing this value and then exiting the Options Window by the Save button will change every window to this value, even if they've already been individually rescaled to some other value (see below). If you do not change the value of the slider, and you have individually resized windows, and then choose Save, the value set on this universal slider is ignored -- the slider has to be changed and then saved in order to reset all windows to the new value. Note that the scale of the Health window is attached to the value of the slider bar. If you change scaling of the Health window individually, then the value of this slider will change, and then the next time you choose Save to exit from Options, all the window will be reset to the new value. In other words, individually scaling Health will eventually lead to resetting all the windows to the same scale value. So, set your Health window scale first, and then save it under options, and then go rescale the rest of the windows to your preferences.
Rescaling Individual Windows
The problem with rescaling all the windows with the slider is that some windows don't scale well, e.g., if you shrink everything to 80%, then the text in the mission window will run off the window and disappear, or the pop-up 'color commentary' windows when you enter a mission are formatted horribly in that the 'OK' button hovers over the text.
Luckily, individual windows are scalable individually with this command:
/window_scale <windowname> <scale>
Where <windowname> is the name of a window, and <scale> is a number between .64 and 1.54 (64% and 154%).
Window Names:
Health (or Status)
playernote
Examples:
So, to make the pet window at scale 75%:
/window_scale pet .75
Or to make the power tray 120%:
/windowscale tray 1.2
Note: There are also the commands: /window_hide (or, /hide); /window_show (or, /show) and /windowtoggle (or, /toggle), which also take a <windowname> argument.
Note: The underscore isn't necessary, the system ignores them; they're put in to help humans understand the command names, so, /windowscale also works.
Note: Subwindows docked to a parent window will scale to the parent window (and not the other way around). If a subwindow is undocked (click the blue button) from it's parent window, then the two can be rescaled independently of each other. Redocking an undocked subwindow forces it to take the scaling of the parent window.
Exceptions to the Rule:
The Help window (Menu/Help) can be shown with the hide/show/toggle command but can't be resized with /windowscale, instead, it will automatically take the same scale as the Health window and will resize with the Health window, even though it is not docked to the Health window.
The Support window (Menu/Support, or, through /bug or /petition command) can't be made to display with the usual commands (hide/show/toggle), nor can it be individually resized; instead, it takes the scale of the Health window.
The Menu window can only be displayed with the /menu command (and not show/hide/toggle menu), nor can it ever be rescaled.
Text Size, Chat, and Font Size.
The text in rescaled windows scales proportionately with the window; that is, tiny windows give you tiny text and huge windows give you huge text... almost. Unfortunately, it's not exact and that can throw the text wrapping off and the placement of graphics within the windows. So, you might wind up missing a few letters or words of the text, or have a graphic hide some of the text. Usually, this isn't noticeable until you get beyond a 15% magnification or reduction.
The Chat windows are unique in that you can alter the size of the font in the Chat windows independently of scaling of the window. Now, keep in mind that scaling Chat windows up or down will proportionately scale the size of the font. But you have further scaling of the font with the Menu/Options/General/Chat/Font Size Slider. You can choose font sizes from 5 to 20.
So, let's say you want a small Chat window to keep track of your healing, but you don't want it to take up a lot of space. Do this:
1. Shrink chat it to it's minimum with /windowscale chat .54.
2. Open up a new Tab Chat Window, add a tab which keeps track of healing.
3. undock the window, place it wherever you want.
4. Manually reduce the size of the window by dragging the borders. There, a tiny little window that keeps track of healing.
However, you will probably find that the text for all the chat windows is now too small to read... so, you go into Options and increase the font size to a size that's legible. You can also increase the size of your regular chat windows by dragging the borders so that they're much larger then the tiny healing-tracking window. By shrinking all of chat first, rather than just that one subChat window gives you the ability to resize any chat windows to a smaller footprint that would be allowed at the normal scale level.
Luckily, no matter what scale your chat windows or font, the text wrapping in a chat window doesn't ever chop off any words or letters (OK, maybe just a tiny bit of a letter).
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