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You need to remember, when Uplink was made (2001), the term "native resolution" wasn't a thing.
Anyway, about bigger fonts: you can actually change the font files with bigger ones, but the problem is that the UI system isn't dynamic. That means that the text will, more often than not, overflow its container. To fix that you'd need access to Uplink's source code...
What Luna Deos seems to be doing, is exactly this. So, hang in there. :)
Imagine you have a 1920x1080 monitor like me. Then you could chose for example 640x480 resolution in game fullscreen, and chose "Do not scale image" in drivers, so with doublescan, the result would be a centered 1280x960 window surrounded by black border with perfectly sharp text in the rendered image, because each pixel would translate to a 2x2 square in the doublescan image. No blur induced by imperfect scaling, no need to modify the original code, almost perfect result.
Why, I cry, why do not gfx card manufacturers support doublescan anymore? (They used to for low resolutions).
That makes me pull out the few remaining hair I did not pull out before.
Part of the reason why there's not been an update for so long is that the big push for 0.3 is an overhaul of the rendering system, as Cpt.McBacon rightly mentioned needs edits to the source code to make not terrible.
It's not just text elements, though. It's other graphical assets and the non-existant-in-vanilla window managerment. Do you think it would be nice to have more than one HUD open at once? We do.
Plenty of work to be done, all the same.
Well, at least I'm not the only one thinking Uplink's UI needs a revamp. XD
Good luck!
Hi! Do we have any update on that? :)
Thanks...
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