[✓][BUG] QuickMod Tool skillset not fully shown in certain screen resolutions

Started by chroda, January 28, 2025, 02:53:39 PM

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chroda

Hi Will,
What is this?

WillLem

Quote from: chroda on January 28, 2025, 02:53:39 PMHi Will,
What is this?

Hi chroda, the part of the form where you placed the question mark allows you to specify a custom skill set which will be applied to ALL levels in the selected pack.

It's particularly useful if, for example, you wanted to create a challenge pack to see if it's possible to beat every level with only Builders & Bashers (or whatever set of skills).

It could also be useful for setting up a pack with a base skillset, which you would then tweak manually as you play through the levels and find solutions.

Note also that, now that Stoner support has been re-added to the SLX Editor (and because the QuickMod tool can also be used to modify NL levels), the Stoner will be added to this list in the next update. I also have plans to add an option to "set all skills to n", which will preserve all individual skill sets for each level, but will increase the count of each skill to n. I'll probably do these updates fairly soon.

I hope that's what you meant, let me know if you were asking about something else.


WillLem

Quote from: chroda on January 28, 2025, 06:33:05 PMYes Will Yes but...

Ah, I see the problem now.

Try this:

1) Right-click on SLXQuickMod.exe
2) Click Properties
3) Choose the 'Compatibility' tab
4) Click 'Change high DPI settings' button (near the bottom)
5) Under 'High DPI scaling override', check the box (or uncheck it if it's already checked) - ensure that the dropdown is set to "Application".

Click 'OK' and then run SLX QuickMod.

Let me know whether or not that works.

chroda

Quote from: WillLem on January 28, 2025, 09:30:43 PMAh, I see the problem now.
thanks Will for the feedback
the indicated method doesn't work
the problem is still present
(laptop running Win10 Home (22H2) and NVIDIA GeForce GTX 1060)

WillLem

Quote from: chroda on January 29, 2025, 07:34:50 AMthe indicated method doesn't work

OK, try the same method again but in step 5 choose to scale by System or System (Enhanced).

I can replicate the issue on my own laptop by changing this setting to scale by System. For me, scaling by Application is correct.

What's the resolution (and scale factor) or your laptop's display?

chroda

Quote from: WillLem on January 29, 2025, 11:17:32 AMOK, try the same method again but in step 5 choose to scale by System or System (Enhanced).

By changing the screen resolution on my 17.3" laptop to 1920x1080 and the scaling factor to 140%, everything is now OK for SLXQuickMod's display.
I was previously at 1366x768 and 100%.
Thank you for the information and for solving the problem

WillLem

Quote from: chroda on January 29, 2025, 01:13:29 PMBy changing the screen resolution on my 17.3" laptop to 1920x1080 and the scaling factor to 140%, everything is now OK for SLXQuickMod's display.
I was previously at 1366x768 and 100%.

Great, glad to know it's solved. You'll get much better visuals in general at that resolution, and the scaling will correct the relative size of everything so it's not all tiny.

Let me know if you have any other issues, glad to help.

Simon

I guess: Those number-entry widgets are only relevant when condition X is met, and X is false here, therefore the code moves the widgets to the right, then hopes that the window is small enough so they're outside the visible window.

The UI toolkit should allow you make those widgets invisible (shown = false, hidden = true, visible = false, invisible = true, ..., names vary, look for something related). Then the code will say what you really mean, and you don't have to hope for specific window rendering. The next user will run the application in Wine and have different geometry yet again. :lix-evil:

I suppose that there are reasons against writing multiple layouts, where each layout has only the relevant fields (nonexistance of the widget vs. invisible widget). Invisible widgets can still be a hack, or they can be the best choice (as in: everything else is worse).

-- Simon

WillLem

Quote from: Simon on January 30, 2025, 12:11:15 AMI guess: Those number-entry widgets are only relevant when condition X is met, and X is false here, therefore the code moves the widgets to the right, then hopes that the window is small enough so they're outside the visible window.

Yes, the widgets are drawn at run-time. It would probably be better to simply add them in the designer tbh.

Quote from: Simon on January 30, 2025, 12:11:15 AMInvisible widgets can still be a hack, or they can be the best choice (as in: everything else is worse).

What do you mean here?

Simon

Sorry, I had assumed that you wanted the 3rd column of widgets hidden (instead of partially visible). That's why I wrote: "The code [...] hopes that the window is small enough so [the widgets] are outside the visible window."

Now it sounds like you want them fully visible (instead of partially visible). And you have better ideas around that than anything I could guess from here!

-- Simon