Open GoogleCodeExporter opened 8 years ago
-desktopres works, but why isn't that the default? Using current desktop res
looks better and doesn't mess with your desktop. I'd make a parameter for
changing monitor resolution instead.
The directdrag parameter itself works. The left-mouse drag feature without
control doesn't really work though. When using it I accidentally dig out pieces
of land and I still accidentally move the screen when trying to pickup
creatures for example.
As for right-mouse, I've opened morkardar and tried to slap the imps around the
heart, alternating between them. Sometimes my screen is suddenly reversed. The
rotating itself for me also has the issues as described on issue #554.
Original comment by Loobinex
on 24 Apr 2015 at 7:06
desktopres is not default because in the discussion we had about screen
resolution and scaling, mefisto seems to prefer the old way. I am aware that
this is controvosal so I plan to make this more easy to change, i.e. merge it
to cfg file.
About dragging:
1.I know there are some cases you dig tile unexpected, this will and can be
fixed 100%.
2.About mis-detect of dragging, I added a time threshold to reduce
mis-detect(you need to press the mouse for more than xx miliseconds to be
considered dragging), I will try to add some other tricks to further increase
accurarcy. This is the main part I would like to test with this parameter.
Original comment by HeMeng86@gmail.com
on 24 Apr 2015 at 7:21
Mefisto, could you please take a look at what was said at Issue #573, you've
seemed to have missed the last part of the discussion.
- Do you agree that with SDL2 using the desktop res works better than changing
resoluion?
- What would you prefer to see as the default?
I understand you've made direct control an option so we can tweak it. That's
fine, that's why I give feedback on how it feels right now so you can use that
information.
Original comment by Loobinex
on 24 Apr 2015 at 7:28
Original comment by Loobinex
on 24 Apr 2015 at 7:28
I think that "desktop resolution" parameter should still force 1:1 blitting,
and not any kind of scaling.
When this is done, then "desktop resolution" will be the best candidate for
default setting.
Also, desktop resolution should be chosen from config file (as one of available
resolutions). How should it be named - I'm not sure. Maybe "0x0x32", or just
"DESKTOP" word.
Scaling single sprites is another issue, so I won't contaminate this thread
with it.
Original comment by mefistotelis
on 24 Apr 2015 at 9:16
You can try how that feels like now by doing this:
1.turn on the parameter
2.in cfg file, set the resolution to your desktop one, if your resolution is
not 4:3, use the nearest one, (for 1280*1080, the value is 1280*960)
Then you will get exactly the effect #5 is proposing. Since we are totally
relying on in-game scaler in this case, artifacts will be quite big on menu
panel.
If you agree this is the thing we want, I can change the code easily(except the
config UI)
Original comment by HeMeng86@gmail.com
on 24 Apr 2015 at 9:41
Why are you proposing 4:3 ratio? Is it for menu?
As I already stated, I don't want any post-composition scaling.
I could accept such scaling for movies only, and as a temporary workaround
until we use open-source FMV player.
Original comment by mefistotelis
on 24 Apr 2015 at 4:19
I propose 4:3 because "we don't want any post-composition scaling", and I am not sure the innate FX can render well in other ratios(I saw the intro picture and main menu scaled to fit non 4:3 monitor before. On the other hand, if we use 1280*960 for 1280*1080, blank will be left but no scaling will happen.). if you are sure that FX can compose any ratio, I don't have problem with it.
Original comment by HeMeng86@gmail.com
on 24 Apr 2015 at 4:29
I have to say, I quite like the look of the game with -desktopres in high
resolution in r1735. Both 1280x1024 and 1280x960. The menu doesn't look too
hot, but the rest looks nice and sharp.
Switching between those two resolutions shows the workaround(issue#573 c15)
that the desktop isn't destroyed and gives you anomolies at the top and bottom
screen.
Original comment by Loobinex
on 24 Apr 2015 at 10:58
The 3D engine of KeeperFX can render to any aspect ratio, and will scale GUI
accordingly.
Same goes for fullscreen map - it adjusts to game resolution.
For other menus - there is a scaling code, but I haven't tested it on non-4:3
ratios. It is possible that background and buttons will be scaled with
different ratios, or that something won't fit visible area - that needs testing.
If there will be issues with menus, I think these should be fixed to allow no
"post-composition scaling".
Original comment by mefistotelis
on 25 Apr 2015 at 8:53
Original issue reported on code.google.com by
HeMeng86@gmail.com
on 23 Apr 2015 at 2:43