I've been trolling the forums, and yes, I've used the fabled, search, button. But I can't find exactly what I'm looking for.
I can winset(src, "window1", "is-maximized=true"), sure enough, but the problem then still persists that my icon size will be extremely stretched.
Is there a way of (possibly using map.size?) working out the maps size (lol...) and then setting the src.client.view to compensate?
Kthxn
R_shn_t
ID:158566
![]() Aug 5 2009, 12:42 pm
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![]() Aug 5 2009, 12:45 pm
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On the map control, you can uncheck "stretch icons to fit map", and write in 32 for the icon size. This will create a black border if it exceeds view, but that's to be expected... just set world.view to a reasonable maximum.
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resonable for me, is difficult to gauge.
I'm on a 36inch tv. So my resolution is a LITTLE bit bigger than other peoples... a LITTLE bit. :F |
The size of your TV is completely unrelated to the resolution. If it's 1080p, your resolution is 1960x1080. On my old-as-crap 17" CRT I run at 1600x1200.
Besides, you can just... resize the window. It's not like a maximized 800x600 window will be much different from a windowed 800x600 window. |
Rushnut wrote:
Is there a way of (possibly using map.size?) working out the maps size (lol...) and then setting the src.client.view to compensate? You could do this, but it would give players on larger resolutions a major advantage over those on smaller ones (depending on the type of game) It may also cause poor performance on some computers if they're trying to render some giant map. Just use winget() to determine the size of the window after being maximized (which should be their screen size) and use that to setup their client.view |
You can see what fullscreen would look like at a lower resolution by trying it in a window at said lower resolution.
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Rushnut wrote:
resonable for me, is difficult to gauge. Garthor wrote: The size of your TV is completely unrelated to the resolution. Most of the time TVs have considerably lower optimal resolutions than monitors. Traditional large TVs that are not high def run at either 640x480 or 800x600. |
I'm kind of assuming he's using an HDTV on account of the fact that you would be absolutely insane to be using one for a monitor otherwise.
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Garthor wrote:
I'm kind of assuming he's using an HDTV on account of the fact that you would be absolutely insane to be using one for a monitor otherwise. Aw. :( So that'd be bad if I said I did that... right? |
I wouldn't agree with you. It's all about anchors. If they are set right, map will be the same no matter what resolution, and only stat panels and etc would increase
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Garthor wrote:
Apologize to your eyes. I leave my weekly disposable contacts in without taking them out for usually about 3-5 months. I don't think my eyes care about the TV thing. |
Actually I've ALMOST got it,
var/u=winget(src,"map1","size") Will output 1900 and 1800 for me |
Rushnut wrote:
Actually I've ALMOST got it, var/u=winget(src,"map1","size") Will output 1900 and 1800 for me proc/Split(var/text2split,var/SplitBy="x") win! Thank you Falacy for your split() proc! =D the reason I had to use user inputs is because splitting leaves the type as text and leaves it as "1900" and i can't devide " by 32 :P |
Then... uh... has it crossed your mind to, y'know, convert that text string into a number? =P
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