Closed eierfrucht closed 1 day ago
Don't have that game installed, but had a quick look into the source code of the patch and found this here:
https://github.com/UnknownException/SubTitans/blob/master/subtitans/ddrawreplacementpatch.cpp#L53
It does override the window size here, not sure why it's doing that.
Here's a test build with that window message hidden for the game: cnc-ddraw_Submarine-Titans.zip
No dice, once you are in a mission the scaling resets to the display's native resolution. I've tried this on 768p, 900p and 1080p displays and get 1366x768, 1600x900 and 1920x1080 accordingly. The rest of cnc-ddraw features seem to work, and anything outside of a mission is scaling properly.
Should I open a bug over there with maybe a link to this issue here? It looks more like something that should be addressed by the patch itself, not cnc-ddraw.
not sure why it's doing that.
A long forgotten workaround for some other wrapper? Given how well the game performs with cnc-ddraw (save for this bummer!), the fanpatch should probably be targeting cnc-ddraw as the preferred third party wrapper.
Their github says:
Support for any resolution in-game (tested up to 3840x2160)
Should be unplayable on a 4K laptop display with 1:1 pixel scaling in a mission.
Yeah, you may have to report it there. But I think I found the issue
If renderer is set to DirectDraw or Automatic in their settings file it will NOT read the width/height settings
The unofficial patch for Submarine Titans explicitly allows for custom ddraw wrappers:
https://github.com/UnknownException/SubTitans
However, with cnc-ddraw custom resolution (with scaling, shaders and all) is correctly applied only in the main game menu. After starting a campaign / skirmish battle, the viewport resets to the display's native resolution, e.g. 1920x1080, and everything becomes tiny. Exiting to the main menu has the game rendering stuff as expected per the current cnc-ddraw settings once again.
Engaging the built-in software and OpenGL renderers gives me correct scaling in missions but the performance is really sad and the picture is scaled using just Nearest Neighbor.
Setting NativeResolution to 'false' in subtitans.ini removes all and any widescreen support (which is expected behavior).
Possible solution: add an option to spoof the display's native resolution the hard way.