Guild Wars Issue

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signal0
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Guild Wars Issue

Post by signal0 » Thu Jul 21, 2005 4:56 pm

When using windowed mode in Guild Wars and then using the ctrl-shft-f or whatever it is to go full screen, the full screen mode is actually a semi-full screen windowed mode that doesn't fill the screen. Is there a way around that or is that just how it has to be? It may have something to do with me using my second video adapter, but I'm not sure.

Thanks in advance for any help you can provide.

Lax
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Post by Lax » Fri Jul 22, 2005 9:55 am

Well, it should definitely fill the entire screen ;)

Is your second monitor at a different resolution than your primary? There might be a bug with that.

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Post by Lax » Fri Jul 22, 2005 9:56 am

Nevermind, that's not the issue. Just trying it now shows the problem. I'll work on it :)

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Post by Lax » Fri Jul 22, 2005 12:40 pm

Ok, here it is. Guild Wars uses the information windows gives it that the window was resized or moved, and if it's outside of certain constraints imposed by Guild Wars, GW will change it to within those constraints.

So, the only way around it is to block the information that the window was resized or moved. To do so, I've added a -stealth switch to the WindowPos command next version, and there's the -rescale switch for the WindowSize command already. This makes the fullscreen alias for Guild Wars:

Code: Select all

    noparse alias fullscreen "WindowSize -rescale -fullscreen;WindowPosition -stealth -viewable ${Display.DesktopX},${Display.DesktopY};fullscreenmouse"
This is what is used when you hit shift+alt+f :)

Next version, this is specially used for Guild Wars automatically, as I have changed PreInit.iss to do so. The only problem you will find is that this means the image is in fact scaled from whatever resolution GW was at prior to hitting shift+alt+f. In order to prevent distortion, you will want to first make sure the visible portion of the window is set to a resolution that can scale to your desktop resolution without distortion -- e.g. 1280x960 does not scale well to 1280x1024. If GW is in its almost-full-screen window before hitting shift+alt+f, you WILL get distortion, because the game resolution would be something like 1276x997 or something silly like that. You can check it with the "displayinfo" command (which will crash GW and other D3D8 games in current version, but is fixed next release) or by setting the resolution yourself. e.g. "windowsize -viewable 960x768" will set the actual game resolution to 960x768 which should go evenly into 1280x1024 if that were your desktop resolution.

Hope that made enough sense to you. The new IS build with this stuff in it is going to be available sometime this weekend.

signal0
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Post by signal0 » Fri Jul 22, 2005 4:48 pm

Yes, plain as day. Thanks again for your assistance, Lax.

Lax
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Post by Lax » Fri Jul 22, 2005 4:54 pm

Oh, I could mention, IS 0.98 build 2225 is up as of a little bit ago and has this in it. :)

signal0
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Post by signal0 » Fri Jul 22, 2005 5:23 pm

It works, but it looks like crap since it leaves the game at the lower rez when it scales to fullscreen. I am assuming this is a limitation of their software rather than yours. I appreciate the time you've put in on this.

Lax
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Post by Lax » Fri Jul 22, 2005 5:30 pm

Yep, this is what I was trying to explain. The image is scaled and may have distortion -- type "displayinfo" in the console and it will tell you the game's actual resoltuion, the real resolution, and the amount of actual distortion. Distortion exists when the screen scales more in one direction than the other, like 1280x960 scaling to 1280x1024 gives a distorted image, making things look taller.

If the distortion is very small, it can also make the image look blotchy, where the same color of white text will end up looking like a different color in some spots. This is what will happen if you switch from the game's almost-full-screen to our emulated full screen. This is why I suggest first applying a scalable resolution that is only slightly smaller than your screen, so the effect of the scaling a) doesnt produce distortion, and b) hopefully doesnt look too shitty ;)

signal0
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Post by signal0 » Fri Jul 22, 2005 5:31 pm

Thanks Lax ;)

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