More progress. The crosshair in the menu isn’t in the correct position because crosshairs in Makaqu are procedurally-generated, so they didn’t follow the scaling algorithm for 2D sprites. I’m still deciding whether I’m going to just tweak the crosshair position in the menu, or replace crosshairs with 2D sprites. I’m probably going to just tweak it for the 1.5 release, and replace it with 2D sprites later.
Menus are centered both vertically and horizontally. And, as you may have guessed, the HUD seems to be occupying more than the equivalent of a 320x200 area. This is because the left part of the HUD belongs to a 320x200 scaled area that’s aligned to the lower left corner of the screen, the right part of the HUD belongs to a 320x200 scaled area that’s aligned to the lower right corner of the screen, the fps counter belongs to a 320x200 scaled area that’s aligned to the upper right corner of the screen, and the “Pause” plaque belongs to a 320x200 scaled area that’s centralized on the top edge of the screen.
Several other 2D elements of the screen still need to be scaled and tested, including turtle/net/etc. icons, centerprints, intermission screens, deathmatch info, console text, and so on.