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Dual monitor problems #12

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Pshemas opened this issue Mar 28, 2020 · 4 comments
Open

Dual monitor problems #12

Pshemas opened this issue Mar 28, 2020 · 4 comments

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@Pshemas
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Pshemas commented Mar 28, 2020

I've tried TuxType 1.8.1 on my machine and while it starts and works it is hardly usable due to the way it handles multiple monitors. Instead of going fullscreen on a single one it spans on all.
I've found settings file and changed to fullscreen=0 , but that's not solution either as the window I'm getting is super small, like 1/16 of the screen thus unusable.
Would love to see a proper multi monitor setup working or some settings tweaks that would allow to launch it windowed, but in a way that would allow to set window size.

@Rom1deTroyes
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Rom1deTroyes commented May 24, 2020

Same here : I got a setup with a main 27' screen and two 21p aside and non aligned...
Playing Comet zap is a nightmare :-(

The windowed mode is not rescaled when passed in full screen mode by my window manager, so the screen takes just the up-left corner.

tuxtype, Version 1.8.3 on a Debian 10

@allan-simon
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same here

@allan-simon
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https://stackoverflow.com/a/56478015/1185460 i think it contains hint on how to implement the solution

@Azlinon
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Azlinon commented Sep 10, 2021

My little one doesn't really need to use a second monitor. My machine has two monitors (side-by-side), however, and the game renders across them. The windowed mode rendering is downright tiny on a 4k screen, and I can't change resolutions. Two options would each suitably work around my dilemma, and might be easier to implement?:

1 - Allow either normal window manager scaling, or specifying a fixed window resolution in the configuration file.
2- Specify the absolute render boundaries under fullscreen mode. If I have a start and span variable for each axis, I can just place this on a single screen myself.

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