Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: 1 pixel wide columns of distortion?  (Read 687 times)

blueeyedlion

  • Bay Watcher
    • View Profile
1 pixel wide columns of distortion?
« on: May 11, 2010, 07:58:21 pm »

I noticed that when I play in fullscreen mode, there are single pixel wide columns of shifted and missing pixels scattered about the screen, what can I do to fix them?

Thanks in advance.
Logged

pbheadtemp

  • Bay Watcher
    • View Profile
Re: 1 pixel wide columns of distortion?
« Reply #1 on: May 11, 2010, 08:19:46 pm »

the number of tiles is not matching your screen resolution.  you need to go into you init file and fidgit with your settings.

here is the important bit of code (nicely fixed for my own screen)

Spoiler (click to show/hide)
Logged
Its preety dam fail when you manage to type in your email address wrong twice in the same way in a row, and create an account you cant access.

blueeyedlion

  • Bay Watcher
    • View Profile
Re: 1 pixel wide columns of distortion?
« Reply #2 on: May 11, 2010, 09:48:47 pm »

I'm completely new at this so I have no clue how to calculate everything.
my screen resolution is 1920 x 1080 and I am using the default ascii.  please help!
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: 1 pixel wide columns of distortion?
« Reply #3 on: May 11, 2010, 10:21:11 pm »

The BLACK_SPACE setting should be the one you want to enable - without it, it'll stretch stuff.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

blueeyedlion

  • Bay Watcher
    • View Profile
Re: 1 pixel wide columns of distortion?
« Reply #4 on: May 11, 2010, 10:54:22 pm »

tried the black space thing, it didn't work  :'(

I suspect it's more of a squishing problem than a stretching one
« Last Edit: May 11, 2010, 11:00:13 pm by blueeyedlion »
Logged

bluephoenix

  • Bay Watcher
    • View Profile
Re: 1 pixel wide columns of distortion?
« Reply #5 on: May 12, 2010, 04:28:58 am »

I'm completely new at this so I have no clue how to calculate everything.
my screen resolution is 1920 x 1080 and I am using the default ascii.  please help!
I had the exact same problem and I have a 1920x1080 as well  :)
just copy this
Spoiler (click to show/hide)
and replace it with the similar looking stuff in the init
hope this helps
Logged

blueeyedlion

  • Bay Watcher
    • View Profile
Re: 1 pixel wide columns of distortion?
« Reply #6 on: May 12, 2010, 07:03:16 pm »

this just made the tiles bigger and made the distortion worse!

please help :(
Logged

bmaczero

  • Bay Watcher
  • Smokie, Tame Parakeet (On Head)
    • View Profile
    • I make games
Re: 1 pixel wide columns of distortion?
« Reply #7 on: May 12, 2010, 07:37:13 pm »

By default, the game uses 1280x800 with 80x25 tiles in fullscreen mode.  So tiles are 16x32.

For a 1920x1080, theoretically you should just change GRAPHICS_FULLSCREENX and Y to 1920 and 1080 respectively, and FULLGRID to 120:34.  I note that the 34 is not completely accurate, though - it should be 33.75.  This might be your problem if you were doing it this way.  You might also try 192:90 or 96:45 (calculated based on the size of the font tiles in the data).

If neither work please post a screenshot.
Logged
The Forgotten Beast Art Archive.  Nightmares 100% guaranteed!

blueeyedlion

  • Bay Watcher
    • View Profile
Re: 1 pixel wide columns of distortion?
« Reply #8 on: May 13, 2010, 01:30:52 am »

I forgot to mention, I modified my init file according to this: http://pkf.olivepeak.com/dwarfcalc.html
Then I noticed the distortion
Logged

BradB

  • Bay Watcher
  • I hate this site, it keeps me from playing!
    • View Profile
    • An awesome gaming news ticker, woweee!
Re: 1 pixel wide columns of distortion?
« Reply #9 on: May 13, 2010, 01:42:55 am »

This common issue will probably be gone for good with the 40d# merge this rext release.  :D
Logged