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#41 Oni Ralas

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Posted 26 February 2013 - 12:27 PM

View PostTwelfth, on 26 February 2013 - 12:21 PM, said:


really just stupid after stupid. have you ever programed windows code its simple as can be. hasnt changed since windows xp and its simple statements that program it. no matter the game its the same code. just asking for a function built into windows to be active.


.

Edited by Oni Ralas, 26 February 2013 - 05:09 PM.


#42 Twelfth

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Posted 26 February 2013 - 12:29 PM

well i just did. have not heard anything to change my thought beside stop QQ.

#43 Mercules

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Posted 26 February 2013 - 12:31 PM

View PostTwelfth, on 26 February 2013 - 12:21 PM, said:


really just stupid after stupid. have you ever programed windows code its simple as can be. hasnt changed since windows xp and its simple statements that program it. no matter the game its the same code. just asking for a function built into windows to be active.


That doesn't mean it doesn't break the MWO interface. The "buttons" are plotted out to fit to a specific spot on the window. If the window is fullscreened but the resolution doesn't match right then the visual and active area of the button no longer match up.


View PostTwelfth, on 26 February 2013 - 11:51 AM, said:

who said they addressed this issue?


They have stated several times this will come with UI 2.0. I believe I recently saw a post stating UI 2.0 is coming in a month or so. Chill out it is really a minor issue.

#44 Oni Ralas

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Posted 26 February 2013 - 12:37 PM

View PostTwelfth, on 26 February 2013 - 12:29 PM, said:

well i just did. have not heard anything to change my thought beside stop QQ.



Listen, let me explain it too you nice n' slow:

When designing a system, there are several milestones which are layed out. Each milestone usually builds upon the next. As such, the roadmap must reflect certain core configurations that follow the product through the lifecycle. In the current roadmap, the Dev's have decided that - for what ever reason - Windowed mode is to be enforced.

Now to you, the unelightened end user, all you see is a problem. You scream out "FIX IT" but you fail to understand that the current implementation is part of a larger eco system. A simple change, as you put it, could have *drastic* effects and introduce an entirely new set of variables (hint: bugs) into the mix. At this stage of development, the last thing you want to do is go jackhammering out potentially huge behavior changes just to appease a relativly small group on a non-critical UI behavior.


So no. It doesn't matter if this is, quite litterally, a single bit flip manuver that takes 10 seconds to impliment. Every change has to go through regression testing and a slew of other change control before it ever sees the light of your desktop. As such, quit whining about it. You are wecome to voice your opinion in the section that matters (feedback) but just gumbling around barking that they need to drop what they're doing to fix it *for you* is just idiotic. Workarounds have been provided. It is your choice to ignore or accept them.

tl;dr: Everyone's a mechanic until their car breaks.

#45 LogicSol

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Posted 26 February 2013 - 12:37 PM

I really hope it takes months, just so this guy rages longer. Seriously, are you teething?

#46 Thomas Dziegielewski

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Posted 26 February 2013 - 12:39 PM

ALT-ENTER ?


ha, nm was mentioned in like 2nd post.

#47 Tarman

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Posted 26 February 2013 - 12:42 PM

View PostThomas Dziegielewski, on 26 February 2013 - 12:39 PM, said:

ALT-ENTER ?


I tried it.

IT WORKED RIGHT AWAY

Fastest fix ever. This is faster than your missile test footage. Ask for a raise.

#48 Twelfth

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Posted 26 February 2013 - 12:46 PM

fix it.

Edited by Niko Snow, 26 February 2013 - 04:19 PM.


#49 LogicSol

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Posted 26 February 2013 - 12:48 PM

Show me on the doll where the bad game touched you.

#50 Twelfth

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Posted 26 February 2013 - 12:52 PM

"points to head"

#51 Dr Killinger

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Posted 26 February 2013 - 01:00 PM

View PostTwelfth, on 26 February 2013 - 11:38 AM, said:

its a very simple fix

This couldn't be further from the truth. The reason why it isn't re-sizable in it's current state is because of the way it has been coded. Yes, if the UI was created in such a way that each element would scale elegantly and to maintain UI conformity, then it would be fairly easy, and would probably have been enabled from the get go. What we're seeing (from what I can deduce) are a variety of UI elements that have had their height, width, and relation to one another hard-coded. This means that none of them would scale in a pleasing way, would overlap, and generally bug out.

The good news is that this should be fixed with UI 2.0, due some time in the somewhat-near future.

#52 LogicSol

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Posted 26 February 2013 - 01:03 PM

View PostTwelfth, on 26 February 2013 - 12:52 PM, said:

"points to head"

<chuckles> okay, I have to admit you took that well. good show.

#53 Twelfth

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Posted 26 February 2013 - 01:07 PM

View PostLogicSol, on 26 February 2013 - 01:03 PM, said:

<chuckles> okay, I have to admit you took that well. good show.


see i am fun. just want to put that out their.

#54 Krazyjim

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Posted 26 February 2013 - 01:38 PM

View PostTwelfth, on 24 February 2013 - 11:12 PM, said:

fix this stupid non-fullscreen window mode crap now. or atleast let me maximize the dang window.

DO WHAT I SAY I IS SPECIAL!

#55 rgreat

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Posted 26 February 2013 - 01:47 PM

View PostOni Ralas, on 26 February 2013 - 12:37 PM, said:

A simple change, as you put it, could have *drastic* effects and introduce an entirely new set of variables (hint: bugs) into the mix. At this stage of development, the last thing you want to do is go jackhammering out potentially huge behavior changes just to appease a relativly small group on a non-critical UI behavior.
Don't over complicate things. Its not a rocket science.

This issue is quite simple and can be fixed in 10 minutes at most.

Just allow mechlab to keep full screen mode with the same resolution as window had.

Up scaling will be handled by the video card drivers automatically.
Just as it is already done when you press Alt+Enter in mechlab.
It is already damn fine working! Without any bugs!

Yes UI2.0 will have a hi-res fullscreen and nice layout.
Ok, good, but while it is not released, easy fix to UI1.0 can still be made.


P.S. Yes, i'm a programmer myself.

Edited by rgreat, 26 February 2013 - 01:58 PM.


#56 Twelfth

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Posted 26 February 2013 - 02:15 PM

View PostKrazyjim, on 26 February 2013 - 01:38 PM, said:

DO WHAT I SAY I IS SPECIAL!

very special

View Postrgreat, on 26 February 2013 - 01:47 PM, said:

Don't over complicate things. Its not a rocket science.

This issue is quite simple and can be fixed in 10 minutes at most.

Just allow mechlab to keep full screen mode with the same resolution as window had.

Up scaling will be handled by the video card drivers automatically.
Just as it is already done when you press Alt+Enter in mechlab.
It is already damn fine working! Without any bugs!

Yes UI2.0 will have a hi-res fullscreen and nice layout.
Ok, good, but while it is not released, easy fix to UI1.0 can still be made.


P.S. Yes, i'm a programmer myself.


really its not hard and should effect the game at all. its windows code not game code.

#57 Mercules

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Posted 26 February 2013 - 03:30 PM

View Postrgreat, on 26 February 2013 - 01:47 PM, said:

Just allow mechlab to keep full screen mode with the same resolution as window had.


But why? Is the window really that awful they can't wait a month? In addition plenty of people have stated how bad it looks when you use the alt+enter workaround because the resolution doesn't scale and have said that isn't what they mean by "Full Screen". Why half-butt it when UI 2.0 is around the corner?


View Postrgreat, on 26 February 2013 - 01:47 PM, said:

P.S. Yes, i'm a programmer myself.


P.S. Tech Support hates you people. Some of you seem to think you know more about code you have never seen than the people who support it. :rolleyes:

#58 rgreat

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Posted 26 February 2013 - 03:36 PM

View PostMercules, on 26 February 2013 - 03:30 PM, said:

But why? Is the window really that awful they can't wait a month? In addition plenty of people have stated how bad it looks when you use the alt+enter workaround because the resolution doesn't scale and have said that isn't what they mean by "Full Screen". Why half-butt it when UI 2.0 is around the corner?

Cause at my 2560x1600 screen mechlab window looks really really small... like this:
Posted Image
It takes not even 25% of the screen...
Minesweeper anyone?

As about UI2.0 - who knows when it will be released....maybe in 6 months?

View PostMercules, on 26 February 2013 - 03:30 PM, said:

P.S. Tech Support hates you people. Some of you seem to think you know more about code you have never seen than the people who support it. :rolleyes:

Some of us expect code to be written in more or less adequate manner. :P

Edited by rgreat, 26 February 2013 - 03:38 PM.


#59 Twelfth

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Posted 26 February 2013 - 03:42 PM

View PostMercules, on 26 February 2013 - 03:30 PM, said:


But why? Is the window really that awful they can't wait a month? In addition plenty of people have stated how bad it looks when you use the alt+enter workaround because the resolution doesn't scale and have said that isn't what they mean by "Full Screen". Why half-butt it when UI 2.0 is around the corner?




P.S. Tech Support hates you people. Some of you seem to think you know more about code you have never seen than the people who support it. :rolleyes:



1st i seen the windows gui code before. not hard to write command statements.

ui 2.0 http://mwomercs.com/...e-improvements/
Target Jan/Feb 2013. nothing has been updated for months now. Posted 31 October 2012 - 12:18 PM
they missed the target date and no road map info of when ui 2.0 is going to come out. i have had this bug for almost a year now. its something that should have been addressed back in close beta when i put support tickets in for it.

#60 Twelfth

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Posted 26 February 2013 - 03:46 PM

View PostThomas Dziegielewski, on 26 February 2013 - 12:39 PM, said:

ALT-ENTER ?


ha, nm was mentioned in like 2nd post.


and your a mod? troll much.





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