I looked in all the usual places, the config files in addon (localize, gameprefs etc) looked in render.cfg, nothing there
Also looked at console commands, couldn't find anything related to shell in the ones listed
Pre-game shell
Moderators: GSH, VSMIT, Red Devil, Commando
Re: Pre-game shell
I know I did it.
Try the resolution command-line parameters and see if they effect the shell.
I know I did it, the image in the background was scaled up and all but buttons were smaller and thus didn't jive with the background.
Try the resolution command-line parameters and see if they effect the shell.
I know I did it, the image in the background was scaled up and all but buttons were smaller and thus didn't jive with the background.
Re: Pre-game shell
thats the thing, i was the game-drawn objects to be higher resolution, not the backgrounds
Re: Pre-game shell
So..... You *did* do it.TheJamsh wrote:thats the thing, i was the game-drawn objects to be higher resolution, not the backgrounds
Well which was it.
And did you bother, oh, making a BIGGER IMAGE? Ever heard of stretch fit?
Re: Pre-game shell
Those items you see, the little windows etc, are drawn in the .cfg file, those arn't images. The tank spins, its an XSI viewer.
They are also using EXACTLY the same code, same sizes and dimensions. Before i launch a game, they are larger on my screen, after im in a world and pause the game, they are smaller. 1 unit in shell code = 1 pixel on my screen IN GAME. 1 unit in shell code before game = several pixels on my screen.
Images have nothing to do with what im trying to achieve...
They are also using EXACTLY the same code, same sizes and dimensions. Before i launch a game, they are larger on my screen, after im in a world and pause the game, they are smaller. 1 unit in shell code = 1 pixel on my screen IN GAME. 1 unit in shell code before game = several pixels on my screen.
Images have nothing to do with what im trying to achieve...
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Re: Pre-game shell
Render.cfg can control PRE GAME shell resolution.
Look for shellwidth and shellheight.
modify it, but mods generally should not replace the users render.cfg, and since the UI would be designed for such, hope this is for your eyes only, or comes with "idiot proof" instructions.
Edit: Okay,...Apparently it doesn't have those lines as of TA5....gimme a sec...Found it.
so use iface commands in your bzgame_init file.
Look for shellwidth and shellheight.
modify it, but mods generally should not replace the users render.cfg, and since the UI would be designed for such, hope this is for your eyes only, or comes with "idiot proof" instructions.

Edit: Okay,...Apparently it doesn't have those lines as of TA5....gimme a sec...Found it.
Code: Select all
- Fix (I hope -- this change sure took a while) for 1363, 1474,
possibly some others. Removed render*.cfg's ShellWidth/ShellHeight
params. Instead, it now uses whatever resolution you've picked for the
game resolution for the shell. (Note: fonts aren't scaled up, as they
look pretty ugly when blown way up). Instead, to render*.cfg, added
AllowModeChanges = 0
If this is 0 (default), any changes to video resolution, format,
etc (basically anything on the right column of the graphics options
page) will take effect the next time BZ2 is started, and the user is
prompted to do that. If 1, then mode changes like have been seen in
77-77m are allowed.
Also added two console variables, 'iface.shellresx' and
'iface.shellresy'. These are the values that tell BZ2 what resolution
the shell is built for, and default to 640 & 480,
respectively. Higher-res replacement shell cfgs can set these values
higher, and not be subject to the on-the-fly scaling. [NM]
Re: Pre-game shell
You sir, are a hero
EDIT 2: Its not quite as bug-free as i thought
. It still seems to use a 640*480 canvas, e.g. aligning something to the "right", puts it near the middle. not sure if its inheriting geometry from something, but not from bzgame_init. Oh and 'Modal' windows only block out a 640*480 segment of the interface too, starting top left
EDIT 2: Its not quite as bug-free as i thought
