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Map Editor Resolution Problem


Wing67
  • In Progress Bug Report Version: Unspecified

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Error Description
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First off, hey yall! : P

It's been a few years since I've been around here. But uh... That's not the point of this thread, so I'll just get on with the problem.

BTW Orion+ looks great man! I'm thoroughly impressed with how far you've come with this engine! It's soooooo much cleaner and has got so many more features compared to... what was it, early 2016 Orion? Good job! ?

 

-THE ISSUE-

I'm going to go ahead and say this may be an isolated case, I tested this on my brother's computer and his works fine and doesn't have this issue.

The problem is the Map Editor's resolution is scaled all screwy when the map is not a specific size. The Cursor is desynched from the blue cube indicating where the tile is by a huge amount too.

When the map's X and Y sizes is changed, the screen becomes more/less stretched according to the X and Y sizes.

The Screen can look normal if you set the map size to X = 19 and Y = 16. I edited the source a bit to do that since you can't go that small normally.

The issues happens if I run the built versions from THIS link and the issue happens if I download the source from github and build it myself in Visual Studio Community 2017.

 

-MY TROUBLE SHOOTING-

I tried trouble shooting the issue myself for a few hours, messing around in the source trying to find a fix...

But then I tried it on my brother's computer as I mentioned earlier and it worked fine. So, I believe the issue is more related to me missing some important files or something to that effect rather than it being an issue of the coding. but idk

My brother has a fresh install of Visual Studio Community 2017.

While I've installed trial versions of Visual Studio 2013 and 2015 before installing Visual Studio Community 2017.

I attempted to uninstall the previous 2 Visual Studios before installing Visual Studio Community 2017, but I'm not entirely sure i uninstalled every single thing. Just thought that should be said.

I also checked my DPI settings and made sure it was 100%. It is. So I guess it's not related to the DPI somehow. It really seems like it would be. I've included a pic of my DPI settings if it's needed.



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Replication Steps
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Just be me. jk

It was like this out of the box. I didn't touch source and the issue still happened for me.

It should be noted that the Orion+ client's game screen is perfectly fine. It's ONLY the Map Editor from the Editors program that is having this issue.



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Attach Screenshots/Other media
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The RED dot is to indicate where my mouse cursor woulda been. Printscreen doesn't capture the mouse so I had to do sum editingz to insert a makeshift cusor.

 

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xkSSSeD.png

 

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05cFK7o.png

 

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hHJ75Fo.png



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Attach Error Logs
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If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.



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yea... this is a known issue on some machines, including mine...

 

I have no fucking idea what causes it.

it seems latest windows 10 does not like SFML that much :(

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oh, and I found out as long as the map stays in the window, so no scrolling needed, its fine.

 

so I normally just maximize my window, but that will be a problem if you have a small monitor ofcourse...

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well shit... That is REALLY annoying. So, because my luck is bad, the map editor is just messed up? ugh...

The full screen trick you mentioned is helpful, but I can't have maps bigger than the 30's without it freaking out still.

Just knowing that this is messed up, who knows what else is messed up too. Kinda discouraging for coding. I'll never really know if what im coding is working 100% correctly. ?

 

I'm curious to know, has the map editor always been screwed up like this for you? Or did it just happen randomly one day and has been that way ever since?

Because I'm just wondering if it is indeed related to windows 10 updates breaking something. Because if it is, then I really am screwed then...

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@Wing67 Im helping to solve this issue, in its current state I am unsure how much windows 10 would be affecting SFML as a library, but on Windows 7 this issue doesnt occur for sure. I have recently found some code that appears to be the cause -- the Camera tied to the map. If the coordinates arent matching up then it CAN cause this issue... especially since mouse coords and draw coords are linked to this cam. My assumption is that however the cam was being set was based on something that Windows 10 may produce different (incorrect) results for that windows 7 doesnt, however the removal of this camera system (We are about to test tomorrow) would hopefully correct it universally :D

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So... I've been using a laptop for a bit to work with the engine to circumvent this issue for the time being. As the glitch doesn't happen on that machine. But, honestly this laptop just cant handle Visual Studio comfortably enough to do anything past simple changes. It's just too dang slow. Then, alot of personal stuff came up and I just didn't have time to bother with it anymore... Which is why I never returned to this thread if anyone was curious.

 

But now I got some time again and I really wanna give this engine another go. And as luck would have it, I come back to this issue seemingly being fixed! Apparently, anyways...

 

@Damian666

It isn't fixed. :/

 

Yes, the Client side editor got rid of the map being horribly skewed... But now theres another issue ALMOST just as annoying and unbearable.

The frickin' tilesets ALSO have this exact same issue. And this happens for both the out of Client Map Editor and the Client side editor.

If you have a tileset that goes beyond the window that holds the tileset for you to click, it becomes skewed. Just like the Map Editor did in the Editors program.

I simply added height to one of the stock tilesets that come with the engine and this is what happens.

 

Just look at this crap.

http://www.ascensiongamedev.com/resources/filehost/37230b237bb890142bede621923a795e.png

 

This Glitch is unbelievably stupid and VERY, VERY unappealing for an engine to have on something as important as the Map Editor.

I COULD circumvent this issue by making each tileset fit the exact window size... But come the hell on, this glitch shouldn't even be here in the first place man.

And if you knew the size of one of my average tilesets I'm going to be using for my project, you would agree this glitch NEEDS to be fixed.

Infact, I'll just show you guys one. Why not?

http://www.ascensiongamedev.com/resources/filehost/b9a852033c236d473ae9c8ac497cddbe.png

 

If I were to make this usable for the editor Client side, I would prob need to splice this thing up like 25 different times man. and I have 22 of these of similar size... I would have over 300 different tilesets probably if I ended up splicing them all to fit.

 

Sorry if I'm coming off a little aggressive, Damien. This glitch is just super annoying and honestly unacceptable to have in the engine. My friends have this issue as well. Seems quite common on Windows 10 computers to the point of obtrusion.

 

@SpiceyWolf

So... what ever happened with the test you were going to do? You never updated us with the results. :(

And are you still working on fixing this glitch? I really hope so... Because this glitch is awful to deal with.

 

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@Damian666

OMG it works!!! I even tested it with one of my tilesets and it isn't skewed! What is that game's Engine? Never heard of it before.

Perhaps you could use that engine's way of handling the Map Editors/GFX engine for Orion+? I mean that's obviously prob why you had me test it out in the first place. xD
It seems to be glitchless, though. Maybe the out of Client Map Editor would work now too if this can fix the Map Editor Client side! I hope so, because the out of Client Map Editor is a pretty cool feature that would be neat if it was usable again.

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its actually a newish thing im working on, uses the same systems as intersect.

for drawing and network. its nowhere near completion though, but this proofs its sfml that fucks up on windows 10...

 

so that's out of my power to fix im afraid :(

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@Damian666 that realllllllllllllly freakin sucks. What are the chances that windows 10 screws up the Map Editors in both the client and external editors, yet the client's actual game window is perfectly fine. You know any possible reason for this btw? I just find it so weird. If you ever found out this reason it should theoretically fix all the issues with the editors. : 0 If not, it may be worthwhile to maybe switch the GFX engine to something more reliable like what the Engine you linked me uses? I know nobody wants to do all that work of gutting out the GFX Engine snd putting in a new one just to fix a bug... but man does windows 10 not like SFML. May be worth considering...
 

But anyways... I have some news I thought I should share. So, I've been hard at work trying to fix the Client's Map Editor to display the Tilesets that are bigger than the window properly and not skewed. And, I think I've gotten a reasonable fix for the fellows who are screwed by this skewing glitch like me. xD

 

Here's a Build with the fix. I wanna know what you think about this, Damien. I'm no programming master, but I think this works pretty well.

http://www.ascensiongamedev.com/resources/filehost/9a5a118452aac01a8b2e827ce3c139ec.rar

The only issue with this fix is that the bigger the tileset is, the laggier the selection rectangle will be when selecting multiple tiles. This also applies to scrolling through the Tileset. It makes the cpu crank a little when doing either one of these things. I tried to find a way around it, but I seriously couldn't find a way. :/

 

But, If you think this fix is competent enough, I could show you my source through PM's. Maybe it'll be decent enough to add to Orion+? xP
If not I may end up making a tutorial on this anyway since this could help alot of people.

 

P.S. Merry Christmas!

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I have been thinking about moving to the new system, but man...

 

that's a whole lot of work... it uses a waaay differ way of doing stuff, which would mean me rewriting the most part of the engine xD

 

not something I would like to do im afraid...

 

I checked your fix, seems fine, but I would like to see the source if possible :)

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I know what is wrong with it now :P@Damian666 and @Wing67. SFML actually has some wonky GL settings... Some versions they changed the version which can make a difference and they also dont do anything about texture sizes (Which can cause problems between different GFX cards as resolution support is different and the driver support can change slightly over different GL versions) and its REALLY bad... Its part of the reason why I support 2.0 all the way to 2.4 for SFML portable... You CAN try to fix it by swapping around the SFML portable version till something works (I think the latest drops support for some older crap GFX cards that might run DX/Eclipse fine but not the newer stuff) but if no version fixes the problem then its an incompatibility between your driver/GL support and how SFML lacks built in support for expanded textures (The resolution incompatibility). DirectX builds in a thing so you can basicly have infinitely sized textures as long as you got the ram and itll make virtual textures that it handles in the background (Made up from PARTS of the original image) to make up for them being too big.

 

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I actually fixed it for most people by making sure the pnl we draw too does not get bigger then the window its in, wing found that out, and I adjusted the code to make sure it does not extend, its not perfect yet, but it seems to work for most.

 

its a buggy windows 10 thing, along with sfml being a buggy mess :P

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o.0 wtf? that shouldnt affect it at all


If its the panel affecting it then its the SFML version and how the "Handle" works... and alot of different langs for sfml piggyback off of some of the different window libs so id imagine if an older version had a bug for handle grabs itd be fixed in a newer version at some point.

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