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Multi-monitor... #36
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Here's a screen shot of game play.
Note: This is on a laptop with an attached external monitor with both set to the same resolution, but differing actual physical sizes. My expectation is that Vegastrike choose a single monitor device and only use that one device; even if the other is blank. Having it split between two monitors is rather hard to see what is going on. |
I’m not sure if it’s worth pursuing at this point.
Some of these problems may go away if we move to Ogre and this one doesn’t sound easy to solve well.
My vote is to document and put on hold until we can figure out the ogre schedule.
From: Benjamen Meyer <notifications@github.com>
Reply-To: vegastrike/Vega-Strike-Engine-Source <reply@reply.github.com>
Date: Tuesday, 7 April 2020 at 7:45
To: vegastrike/Vega-Strike-Engine-Source <Vega-Strike-Engine-Source@noreply.github.com>
Cc: Subscribed <subscribed@noreply.github.com>
Subject: Re: [vegastrike/Vega-Strike-Engine-Source] Multi-monitor... (#36)
Here's a screen shot of game play.
Some things to note:
1. The screen below is not quite centered across two monitors; the unused space doesn't show up in the screen shot but appears grey on the screen. The monitor break goes through the image about one quarter the way into the right radar HUD.
2. The data in the lower right portion isn't visible - the bottom of the actual screen area that is visible is near the top of the nav computer display showing the planet; the Right Side Radar HUD is partially visible, but only what shows up on my left hand monitor; anything that should be on the right hand monitor isn't visible.
[Image removed by sender. Screenshot4]<https://user-images.githubusercontent.com/1074110/78630552-0724b700-7868-11ea-8eae-0fb8090f13e0.png>
Note: This is on a laptop with an attached external monitor with both set to the same resolution, but differing actual physical sizes.
My expectation is that Vegastrike choose a single monitor device and only use that one device; even if the other is blank. Having it split between two monitors is rather hard to see what is going on.
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@royfalk that's fine. I think it's just a matter of adding settings to control the viewport; I might investigate from that angle as in my normal setup it's very hard to play, especially missing part of the screen. At least for the moment, it's not a high priority - we need to get things moving as a community first. |
IIRC assigning monitor settings is handled by SDL and it changed from SDL1 and SDL2 my normal work station has two monitors |
Work around right now is to just use Windowed mode instead of Full Screen mode. |
When in testing mode I use to run in widowed mode from a terminal window for max info |
@Loki1950 probably one of those things we need to document for testing purposes. |
Hi @BenjamenMeyer, for further triage, we might need the following information:
Out of curiosity, how is your laptop hooked up? Directly or through a docking station? |
@nabaco yes; we should outline how to collect that information and provide it. System Specs:
I'll have to capture the rest later. |
When I'll get to the wiki I'll write up a page on that too. Maybe I'll setup a Github template for Bug issues. Can you try and run the game with this resolution |
This is definitely something to be addressed when we get to polishing the game engine. Settings should be part of the game engine, and not be a separate binary. This specific issue is unfortunately the first thing that a person who is newly interested in Vega-Strike would be seeing, and conceivably this is a turn-off. |
I typically use my laptop hooked up to a second display; when loading vegastrike. I build VS and then used the Asset Production set to play the VS screen takes over both monitors and centers itself between them instead of sticking to one screen or the other.
OS: Linux - Kubuntu 19.04
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