The forums › Got any problems running AChat? › Game resolution / width. Games does not display the full width of screen.
- This topic has 9 replies, 4 voices, and was last updated 12 years, 3 months ago by hentaiboy69.
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September 14, 2012 at 8:07 am #5820
Since the last update my game does not display the full width of the screen, anyone else with the same problem ?
I do have the latest graphic card drivers and also tried reinstalling achat before anyone asks.
startlog info if needed …
Assuming high detail textures…
Keyboard conversion table loaded…
Building tables…
OK
Reading from file: prog_dataanim_locks.list …
… file processed
Number of read animation lock files: 1
ANIM_LOCKS::CheckConsistency() – ok
Reading from file: prog_datasceneinfo.list …
… file processed
Number of read scene infos: 317
Reading from file: prog_dataanim_assignments.list …
… file processed
Number of animation-scene assignments: 11569
Reading from file: prog_dataaniminfo.list …
… file processed
Number of read animinfos: 6387
Number of read anim rotations: 44
Loading texture properties…
Reading from file: prog_datatexture_properties.list …
Reading from file: prog_datatexture_properties_user.list …
Loading texture sizes…
Reading from file: prog_datatexture_sizes_orig.list …
Client version: 317
Command line: UPGRADE_OK
Command line parameters:
End of command line parameters…
Loading room placer data from file: prog_dataroom_desc.bin …
… file processed
Direct3DCreate9() passed…
display adapter: ATI Radeon HD 5800 Series
Selecting graphics properties…
Hardware T&L detected…
W buffer is NOT supported
DEPTHBIAS is supported
SLOPESCALEDEPTHBIAS is supported
Stencil operations are supported…
Vertex shader version: fffe0300
Pixel shader version: ffff0300
Vertex and pixel shader will be used…
GetAdapterDisplayMode() passed…
current horizontal resolution: 1920
current vertical resolution : 1200
Resolution set according to the current display mode: 1920×1200
Client RECT: 100, 100, 1123 867
Window dimensions: 1030×796
Selected BackBuffer format: D3DFMT_D24S8
Fullscreen presentation interval: D3DPRESENT_INTERVAL_ONE
Selected display format: 1920x1200x32
Fullscreen mode…
CreateDevice() passed…
Size of available texture memory: 727 MB
SetViewport() passed…
Using Z buffer…
EMBM supported…
Effect file loaded…
Creating vertex shaders…
Creating pixel shaders…
Creating sprite vertex buffer for SCREENSPRITES passed…
Creating billboard vertex buffer for SCREENSPRITES passed…
Creating lightmap vertex buffer for SCREENSPRITES passed…
Creating screenfix vertex buffer for SCREENSPRITES passed…
Font loaded from file: prog_datafontp.txt …
Font loaded from file: prog_datafont_taho.txt …
Font loaded from file: prog_datafont_taho2.txt …
********** Begin of Direct Sound Init **********
Reading from file: soundssoundssoundsources.list
Sound file loaded: soundssoundsslap.wav
Sound file loaded: soundssoundsvolume.wav
Sound file loaded: soundssoundskiss1.wav
… file processed
Reading ogg list file: soundsmusicogg_playlist.txt … file processed
Ogg thread created…
********** End of Direct Sound Init **********
Cannot open scene sound info file: prog_datascenesounds.list !!!
***** DirectSound init passed…
Mouse wheel available: YES
Initializing editor windows…
Initializing character editor windows…Begin message loop…
Reading from file: prog_dataaxobj_full.list …
… file processed
Number of read AXOBJECTs: 2643
Size of available texture memory: 717 MB
Size of loaded textures: 9.109899 MB
Device lost !!!!!!!!
Display: All not auto managed vertex and index buffers released…
Device was reset with success…
Exit pressed…
Exit without comm logout…
**************** STARTING SHUT DOWN ****************
Deleting device objects…
TEXTUREMANAGER::ReleaseAllTextures() passed…
DeleteDeviceObjects() passed…
DISPLAY::CleanUp() passed…
Releasing direct input objects…
Releasing TEXTUREMANAGER varaibles…
All TEXTUREMANAGER variables were deleted…
OGG thread is being terminated…
OGG thread was terminated…September 14, 2012 at 8:33 am #68849Yes for me too the sides of my screen are black too and i cant run the arrow to the bottom of the screen
September 14, 2012 at 9:00 am #68850Same for me though i usualyy dont use the full screen.
September 14, 2012 at 9:57 am #68851personnaly i didnt use it too . Now using it make the avatars not deforfed and they are bigger
September 14, 2012 at 12:38 pm #68852yep…..that is the solution Dev-team had find out to avoid the deform of the icon. An italian friend had mention it few days ago, cause seems there is a new client version with this featur improved.
Sorry, i had forget to post it in advice!
September 15, 2012 at 6:42 am #68853Everything seem out of proportion now, hope they fix this soon.
September 15, 2012 at 3:49 pm #68854hehe jacquesza , youre wrong , now its well proportionned . Before when you used the full screen in a 16/9 screen the avatars were stretched to the sides , now its good .
But i hope that in a 4/3 screen there is not the black stripes to the sides
September 15, 2012 at 10:56 pm #68855Only the avatars seem fine the rest are out of proportion … the profile pics, body / clothing options ect. I am not wrong
September 15, 2012 at 11:12 pm #68856hmmm for me they are well proportionned
September 16, 2012 at 1:18 pm #68857same here! no deformation in full screen now!
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The forums › Got any problems running AChat? › Game resolution / width. Games does not display the full width of screen.