Closed GoogleCodeExporter closed 8 years ago
This is a bit of a "yer holding it wrong", but is there any real reason for
setting the resolution anymore via a command line switch anymore?
I'm asking this because with the current revision, the game starts
automatically in fullscreen mode, scaled to fill the screen size - no matter
what the resolution. (And uses the hires4x graphics as default.)
If, after installing the current revision after playing Alpha, there might be
old settings in use that e.g. start the game in windowed mode. Once you switch
to fullscreen in setupmenu once, the game will always start in fullscreen after
that. (Unless you specifically change it back to windowed in there.)
Also, why the -x switch? If I recall correctly, it tries to force the game to
not use OpenGL for performance gains. That is a leftover from vanilla UQM:
Hires modes always use openGL no matter what, and using the -x switch won't do
anything except possibly mess something up and crash the game.
(I think we need to type new instructions for command line switches. In these,
there shouldn't be references to -x, or -r for that matter.)
Original comment by Jaakko.M...@gmail.com
on 27 Jan 2013 at 11:47
Original comment by Jaakko.M...@gmail.com
on 27 Jan 2013 at 11:50
Also: Were you using a 1920x1080 monitor when starting with that switch or a
smaller one?
Original comment by Jaakko.M...@gmail.com
on 27 Jan 2013 at 12:20
I was using my 1920x1080 monitor when I used those settings.
It was fantastic!
But it was stretched horizontally because of the 4:3 ratio, so planets were no
longer round... they where more like a crushed balloon or even an oval.
So I went into the graphic option to see if I could change the full screen mode
to full screen + 4:3...
As for the other options like -x, not sure... I left it there because it was
there in the batch file I copied. But it did work well, the graphics were
fantastic, only... horizontally stretched.
Original comment by Awakened...@gmail.com
on 27 Jan 2013 at 3:50
Hmm, oh dear. So the game still goes out of aspect ratio when in fullscreen
mode?
I wasn't aware of that. Testing both on my laptop screen and an external
1920x1080 monitor put the game into correct aspect ratio automatically, leaving
black borders on the sides. But maybe windows/some graphics drivers/some
monitors function differently.
Would using '-k' switch help? (I recall it's a "keep aspect ratio" switch, but
am not sure whether it actually does any good in hi-res modes.)
Was your desktop also set to 1920x1080 when the game crashed?
Original comment by Jaakko.M...@gmail.com
on 27 Jan 2013 at 8:07
Yes, it was in 1920x1080 when it crashed upon entering in the graphic menu.
I also recall from previous test that the garpahic options are re-calculated
upon entering or leaving this menu option... so perhaps something in my
configuration got overridden by the batch file command line settings but got
reverted when entering the graphics menu?
I'll try the -k switch and report.
Original comment by Awakened...@gmail.com
on 27 Jan 2013 at 9:09
OK, so the -k option does work fine to keep the ratio: It displays with 2 large
black stripes on the left and right of the screen, in order to keep it square.
But it still crashes when entering into the graphic options: everything
freezes, and I have to control-alt-del to get to the task manager before I can
see the "program has stopped working" message.
Original comment by Awakened...@gmail.com
on 27 Jan 2013 at 9:18
What is the exact command you are using? "uqm.exe -k -f --resfactor=2"?
Do you get any error printouts in the console?
Does it crash when starting normally, without the command line switches?
Original comment by Jaakko.M...@gmail.com
on 27 Jan 2013 at 10:52
it crashes at the same place if I launch it normally with no command line
switches.
If I launch it in windows mode, it crashes also at the same place.
And it crashes again if I use the regular batch file I use all the time with
uqmdebug, in which it is configured as:
uqm.exe -x -r 1280x960 -w --resfactor=2
...So it seems it may be related to recent changes in the graphic renderer but
not related to full screen after all.
Original comment by Awakened...@gmail.com
on 28 Jan 2013 at 12:07
Changing the title to reflect the bug
Original comment by Awakened...@gmail.com
on 28 Jan 2013 at 12:08
The crash doesn't occur on my system, at least. Might be the same as issue 190.
Closing this for now - if the bug resurfaces, go ahead and reactivate this
issue.
Original comment by Jaakko.M...@gmail.com
on 27 Feb 2013 at 6:35
Original issue reported on code.google.com by
Awakened...@gmail.com
on 27 Jan 2013 at 7:27