Multi-screen... 4800x1200

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poulpy
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Multi-screen... 4800x1200

Post by poulpy »

Hi !!

I'm a newbie on the forum, so many my question is stupid. Rolling Eyes

I've 3 21" screens and I'd like to play OTTD on the 3 at the same time. I tried to change the .cfg by putting 4800,1200 inside but the limit is 2048.

Do you know a way to change that and to allow me to use a 4800x1200 resolution ?
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Wolf01
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Post by Wolf01 »

if you use the windowed mode are you able to drag the edges of the window to fit all the 3 displays?
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Post by gigajum »

No that is not possible, it resizes itself back to the max value set in the source.

Code: Select all

enum {
	MAX_SCREEN_WIDTH = 2048,
	MAX_SCREEN_HEIGHT = 1200,
};
poulpy
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Post by poulpy »

How can I change those values ?

:shock:
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Post by gkirilov »

Simply by using the keyboard :). And then compile the source.
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Post by bobingabout »

nobody has increased those yet?

why the hell not?

i have sugested increasing them many times

i once sugested that maybe they can be read from openttd.cfg
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StopRightThere
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Post by StopRightThere »

If you're so desperate, why not change the values in the source yourself?
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bobingabout
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Post by bobingabout »

because i'm not desperate, and if i need to, i will, but the ever increasing screen sizes, and resolutions, and the availability, and possability for 2, 4 and more screens by default makes the need for resolutions above the standard screen res of 2045x1536 a must. OTTD doesn't even have a default as high as the default standards... instead of 1536 it uses 1200.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

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Post by MGSteve »

gamezguy wrote:If you're so desperate, why not change the values in the source yourself?
Because not everyone wants to have to recompile a game!

Unless the limits are there for a techincal reason, why doesn't one of the devs simply remove the limits totally.
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bobingabout
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Post by bobingabout »

mini IN proved it works with a higher limit (they use 3200x1600)
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

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poulpy
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Post by poulpy »

I tried to recompile the OTTD but it doesn't work :(
Maybe it's because of the "express" version...

I'm not a specialist of C++... could you give me an explaination ?... for the newbie that I'm :roll:
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Post by DaleStan »

You left out some very important information there.

What evidence do you have that it doesn't work?
What messages did VC8 provide when it didn't work?
What have you attempted doing to make it work?
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Post by zylithi »

This is supported in the Linux build, however, the software sees it differently. In Linux, the backend display application presents a 4800x1200 resolution to the application, while windows presents 1024x1200,1024x1200,1024x1200,1024x1200 display to the application.

I havent programmed in Windows before, so I'm not sure how it would handle the API calls to the window manager.
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bobingabout
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Post by bobingabout »

that depends, with Geforce spanning, it would present 4800x1200 to the application. (my GeForce presents my twin 1600x1200 screens as 3200x1200, although i can switch from spanning to multiview and it will present it as 1600x1200,1600x1200.)
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

[/url]
zylithi
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Post by zylithi »

Good point there, I didnt put driver-specific details into consideration.

Still, isnt it possible to have a window manager span two devices at once? I havent used a dual-card config before, just a dualview. It would either run very slowly, or SDL would crash altogether...
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Post by MacLir »

Driver-specific 'details' are precisely what you do not want in rendering the game window. nVidia's, ATI's, Intel's, etc. video hardware are all different to a degree, so to 'workaround' that problem a programmer codes to a 'standard' rendering API, ie. DirectX, OpenGL, etc. This eliminates any inconsistencies between hardware on the application programmer's part, leaving 'standards' compliance for video drivers on their maker's shoulders. Which was one of the reasons to create a 'standard' in the first place, aside from making things more unified...
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