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[469d] Game tries to open window on both monitors (Linux) #1440

Open mcneb10 opened 10 months ago

mcneb10 commented 10 months ago

When I open the game in version 469d RC4, the game will open the window with a resolution that has the width of the sum of both of my monitors. The game does not allow me to change this value and tampering with UnrealTournament.ini had no effect. This bug does not occur in 469c but I can select the resolution manually in the video settings (doesn't do anything). Both the OpenGL and XOpenGL driver have this issue. Also, the game always opens on my secondary monitor. Is there a way to change this?

mrbigmouth502 commented 10 months ago

I'm having the same issue. Using EndeavourOS with KDE on Wayland with dual monitors at different resolutions. Reverting to the 469c behavior would be ideal, IMO.

ShydenPierce commented 9 months ago

Same issue here. From what I can tell it seems to be an issue with SDL and high dpi monitors, but I'm likely wrong. I will post the logs that I believe to be relevant here (anything regarding resolution).

These were spaced out, but I forgot to write down line numbers. All chunk messages were right after another. Errors came from .utpg/System/UnrealTournament.ini

Log: USDLViewport::ResizeViewport(2560, 1440)
Log: SDLDrv SwapInterval = 1
Log: SDLDrv: Window Point Size 4480x1440 - Window Pixel Size 4480x1440 - Mouse Scale 1.000000,1.000000
Log: SDLDrv WARNING: Requested 2560x1440 window but got 4480x1440 - this is probably a high-dpi scaled resolution

Log: Startup time: 0.984756 seconds.
Log: Entering main loop.
Log: SDL_WINDOWEVENT_RESIZED: 2560x1440 - Effective Point Size: 2560x1440 - GLPixel Size 2560x1440
Log: USDLViewport::ResizeViewport(2560, 1440)
Log: SDLDrv SwapInterval = 1
Log: SDLDrv: Window Point Size 4480x1440 - Window Pixel Size 4480x1440 - Mouse Scale 1.000000,1.000000
Log: SDLDrv WARNING: Requested 2560x1440 window but got 4480x1440 - this is probably a high-dpi scaled resolution

Log: SDL_WINDOWEVENT_RESIZED: 4480x1440 - Effective Point Size: 4480x1440 - GLPixel Size 4480x1440
Log: USDLViewport::ResizeViewport(4480, 1440)
Log: SDLDrv SwapInterval = 1
Log: SDLDrv: Window Point Size 4480x1440 - Window Pixel Size 4480x1440 - Mouse Scale 1.000000,1.000000

If there is any other information I can give that will help this issue, I'd be happy to supply it. I'm very inactive on GitHub, but I'll respond as soon as I get the notification. Other basic information is that I have a GTX 1060 (optimum, which may play a role in this), and 2 different resolution monitors. A Gigabyte 2560x1440 32" and a Samsung 1920x1080 probably 27".

mrbigmouth502 commented 9 months ago

Same issue here. From what I can tell it seems to be an issue with SDL and high dpi monitors, but I'm likely wrong. I will post the logs that I believe to be relevant here (anything regarding resolution).

These were spaced out, but I forgot to write down line numbers. All chunk messages were right after another. Errors came from .utpg/System/UnrealTournament.ini

Log: USDLViewport::ResizeViewport(2560, 1440)
Log: SDLDrv SwapInterval = 1
Log: SDLDrv: Window Point Size 4480x1440 - Window Pixel Size 4480x1440 - Mouse Scale 1.000000,1.000000
Log: SDLDrv WARNING: Requested 2560x1440 window but got 4480x1440 - this is probably a high-dpi scaled resolution

Log: Startup time: 0.984756 seconds.
Log: Entering main loop.
Log: SDL_WINDOWEVENT_RESIZED: 2560x1440 - Effective Point Size: 2560x1440 - GLPixel Size 2560x1440
Log: USDLViewport::ResizeViewport(2560, 1440)
Log: SDLDrv SwapInterval = 1
Log: SDLDrv: Window Point Size 4480x1440 - Window Pixel Size 4480x1440 - Mouse Scale 1.000000,1.000000
Log: SDLDrv WARNING: Requested 2560x1440 window but got 4480x1440 - this is probably a high-dpi scaled resolution

Log: SDL_WINDOWEVENT_RESIZED: 4480x1440 - Effective Point Size: 4480x1440 - GLPixel Size 4480x1440
Log: USDLViewport::ResizeViewport(4480, 1440)
Log: SDLDrv SwapInterval = 1
Log: SDLDrv: Window Point Size 4480x1440 - Window Pixel Size 4480x1440 - Mouse Scale 1.000000,1.000000

If there is any other information I can give that will help this issue, I'd be happy to supply it. I'm very inactive on GitHub, but I'll respond as soon as I get the notification. Other basic information is that I have a GTX 1060 (optimum, which may play a role in this), and 2 different resolution monitors. A Gigabyte 2560x1440 32" and a Samsung 1920x1080 probably 27".

My main monitor is 1920x1080 and my secondary is 1280x1024, so neither are high DPI by modern standards. UT 469d sees them as one 3200x1080 display though.

stijn-volckaert commented 9 months ago

Are you using your distro's version of libSDL or the version that came with our patch? If any of you would like to help us debug this issue: SDLDrv is included in our SDK so you should be able to rebuild and modify it yourself.

mrbigmouth502 commented 9 months ago

Are you using your distro's version of libSDL or the version that came with our patch? If any of you would like to help us debug this issue: SDLDrv is included in our SDK so you should be able to rebuild and modify it yourself.

I believe I'm using the one packaged with my distro. Running "yay -Ss libsdl" returns a result for "sdl_image" in the "extra" repo and "lib32-sdl_image" in the "multilib" repo. I'm on EndeavourOS so I'm using the same repos as Arch.

I don't know if the issue has been fixed for the current build of 469d or not so I'm sticking with 469c until I'm aware of a solution. For now I'm just playing offline, so it shouldn't be too big of an issue.

jodaco commented 9 months ago

I was having this issue as well and managed to solve it by removing libsdl2 from the System64 folder, system libSDL handled it fine.

mrbigmouth502 commented 9 months ago

I was having this issue as well and managed to solve it by removing libsdl2 from the System64 folder, system libSDL handled it fine.

I just installed 469d, after having held back the unrealtournament package in /etc/pacman.conf for the last week or so, and I wasn't able to find anything named "libsdl2" in my /opt/ut/System64 directory. I tried booting the game, and it worked perfectly, so I guess I didn't need to hold it back after all. The AUR package for the final version of 469d might have fixed it.