Incorrect scaling on (either multi or non-16:9) monitors
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I have a multimonitor configuration, 1920x1080, 1600x1200, 1600x1200. The game uses incorrect scaling when run on a second monitor, it seems like it's using 1920x1080 resolution. Screenshot attached.
PS. It would be nice to have scalable windowed mode without fixed resolution. It looks like the menu screen already works correctly, but the game should be fixed.
I can you please sent the log output when run from console? Because the resolution is set once and shouldn't change when starting the game, I would like to see which resolution was picked. Or what exactly to you mean by "the menu screen already works"? Can you sent a srceenshot for this too please?
(Started on the second monitor)
xrandr output for clarity
Well that turned out not to be quite true. Attached are screenshots of menu as when the game starts on 2nd monitor, and how all 3 monitors look when I turn it into floating window and resize it. You can see that the background image is scaled onto whole window, but the version text is aligned as if the resolution was fixed 1920x1080. If the text was aligned according to real window resolution, the menu would correctly support any resolution. Would be great to support that in the game too.
Last edit: Dmitry Marakasov 2023-01-30
Ok, still weird the menu scales the background because it shouldn't but anyways: Can you please checkout the latest SVN commit and try the following: Switch to window mode, move to a 4:3 monitor and reapply fullscreen. Now it should properly work and show the game 16:9 with black bars top and bottom. Problem was, it always chose display 0 settings breaking other types of second monitors. On reinitializing it will now use the correct one. It still won't work for the initial window (so next game start you'd have to do the same again) but once you can confirm it partially works, I can fix this too so please let me know.
About your second request: LBreakoutHD is a 16:9 remake. It will work on 4:3 but just in the way you will see. Scaling arbitrarily won't work because it will break gameplay due the way input works. So for that reason the window resolutions are limited to "useful" 16:9 resolutions which also keeps the menu simple.
Well it does seem to work the way you describe.
Ok, I've added something for the first start on multi-display setups. So now it should straight up find the correct display to open the actual window at. Resizing and moving to another display while the program is running should still work, of course. Can you please test it? Thanks!
I had the similar problem but much more pronounced, and not on a second monitor but on my primary (using current OpenSuSE Tumbleweed x86_64).
In fullscreen mode approx. the upper half of the screen was black and the gameplay area shifted down (by as much as the top black area) to be unusable. Similar strangeness on the other (non fullscreen) modes.
So I tried building from the svn trunk as you suggested and found that the "configure" script was not available in the trunk. So I ran
aclocalbut that gaveCould you provide the steps how you generated the configure script in trunk?
Anyway, after some fiddling around in autohell I somehow was able to get the configure script generated.
And in fact, your trunk patch did fix the problem for me!
Steps should be aclocal; autoconf; automake
But I don't get this error. What does aclocal --version returns as version? I wonder why this happens because the macro m4/gettext.m4 in the package should be the same and that clearly allows no arguments which defaults to 'no-libtool' Or did you somehow replace gettext.m4 with a newer version?