Bethrezen wrote:[...] for some reason your base/units are red instead of green [...]
Yes, and this ancient behaviour should be abolished.
Bethrezen wrote:[...] as for the size issue looks like it may be an issue with loading old saves.
The savegame you attached stores a radar size of 32, which did not match my hypothesis. I have been unsuccessful in reproducing the tiny mini map in Beta 1 of
this screenshot you provided.
To further investigate this, could you please assure me that the screenshot:
- was created from the savegame you provided to me
- was taken with the latest master version
- was taken before resizing the radar
- was taken with radar rotation disabled
The maximum size of the minimap has not decreased, which is evident after reading
#4689 and
this comment.
Rather, only with rotating radar do maps whose larger side is < 128 tiles long now appear smaller, while maps whose larger side is > 128 tiles now appear larger.
Radar size could either be absolute with maps rescaled to fit (as had been the case with rotating radar) or depend on map size. I prefer the latter variant, because it does not decrease the level of detail displayed for larger maps, for which the minimap is more useful than for smaller maps.
While the smallest radar sizes are tiny, they cannot be increased without enlarging all other ones. This is not feasible due to the square-cube law: Currently, the largest maps in use are 250x250 tiles large, which leads to a minimap of 500x500 pixels at the default zoom level of 32. Increasing radar scale by 50% would render them absurdly large with a screen resolution of 1024x768 pixels:
- 7c-Starscavs (250x250 tiles large, close to the maximum of 256x256) with radar zoom set to 48
If you find the largest radar size settings for Sk-Rush or Beta 2 still too small, I can thus offer no solution.
Bethrezen wrote:[...] with regards to the mini map looking blurry here is a side by side to demonstrate what I'm seeing, although it should be noted that this is taken from an older version before the mini map changes. [...]
now as you will see the one where the pixelation occurs the detail is a lot sharper, now ideally what would be good is if the mini map could be rendered in HD so that when you enlarge the mini map it remains sharp and detailed without becoming pixilated, probably the best way to do that is via a vector graphic, as this sort of a thing is exactly what vector graphics are for, question is does the game actually support the use of vector graphics, failing that then maybe doing the mini map as a high resolution bitmap would be a reasonable compromise as that is a lossless format so the detail should remain sharp, but again I'm not sure if this is possible.
Certainly I know that this sort of a thing can be an issue with lossy formats, which is why i tend to use PNGs as they are loss less and retain there detail even when heavily compressed to save size, the one catch is that they simply take a bit longer to load if using a lot of compression but with modern computers being so powerful you barely notice that unless the image is huge.
The cause of blurry minimaps is poor utilisation of OpenGL. I am confident better looks could be achieved, but unwilling to promise a fix before the upcoming release.