[Guide] : fake-fullscreen and optimisation

0

Somehow made both debug and game windows appear at same time:

  • game image frozen on resize
  • debug log on the moment after resize is here:
    WARNING: .\DeviceD3D9.cpp(866) Invalid call
    WARNING: .\DeviceD3D9.cpp(866) Invalid call
    WARNING: Unable to load texture: d:\steam\steamapps\common\supreme commander forged alliance\gamedata\units.scd\units\uel0001\uel0001_albedo.dds
    WARNING: Unable to load texture: d:\steam\steamapps\common\supreme commander forged alliance\gamedata\units.scd\units\uel0001\uel0001_normalsts.dds
    WARNING: Unable to load texture: d:\steam\steamapps\common\supreme commander forged alliance\gamedata\units.scd\units\uel0001\uel0001_specteam.dds
    WARNING: error loading batched texture: .\DeviceD3D9.cpp(779) Not available
    INFO: Unable to load texture from file: /textures/ui/uef/game/drag-handle/drag-handle-ll_btn_over.dds
    WARNING: error loading batched texture: .\DeviceD3D9.cpp(779) Not available
    INFO: Unable to load texture from file: /textures/ui/uef/game/drag-handle/drag-handle-ul_btn_over.dds
    WARNING: error loading batched texture: .\DeviceD3D9.cpp(779) Not available
    INFO: Unable to load texture from file: /textures/ui/common/icons/units/land_over.dds
    WARNING: error loading batched texture: .\DeviceD3D9.cpp(779) Not available
    INFO: Unable to load texture from file: /textures/ui/common/icons/units/amph_over.dds
    WARNING: .\DeviceD3D9.cpp(866) Invalid call
    WARNING: .\DeviceD3D9.cpp(866) Invalid call
    WARNING: unable to lock dynamic texture: Invalid call
    WARNING: Unable to load texture: d:\steam\steamapps\common\supreme commander forged alliance\gamedata\effects.scd\effects\entities\aeonbuildeffect\aeonbuildeffect01_albedo.dds
    WARNING: Unable to load texture: d:\steam\steamapps\common\supreme commander forged alliance\gamedata\effects.scd\effects\entities\aeonbuildeffect\aeonbuildeffect01_normalsts.dds
    WARNING: Unable to load texture: d:\steam\steamapps\common\supreme commander forged alliance\gamedata\effects.scd\effects\entities\aeonbuildeffect\aeonbuildeffect01_specteam.dds
    WARNING: unable to lock dynamic texture: Invalid call
    WARNING: .\DeviceD3D9.cpp(866) Invalid call
    WARNING: .\DeviceD3D9.cpp(866) Invalid call
  • just like changing resolution from game menu it seems game lost traces of my videocard...
2

Supreme Commander Definitive Launcher 1.0
Made in python, i created a stand alone version below, just go to settings and set the game paths.

Capture.JPG
Supreme Commander Definitive Launcher.part12.rar Supreme Commander Definitive Launcher.part11.rar Supreme Commander Definitive Launcher.part10.rar Supreme Commander Definitive Launcher.part09.rar Supreme Commander Definitive Launcher.part08.rar Supreme Commander Definitive Launcher.part07.rar Supreme Commander Definitive Launcher.part06.rar Supreme Commander Definitive Launcher.part05.rar Supreme Commander Definitive Launcher.part04.rar Supreme Commander Definitive Launcher.part03.rar Supreme Commander Definitive Launcher.part02.rar Supreme Commander Definitive Launcher.part01.rar

Here are the files before converting it to a stand alone
Supreme Commander Definitive Launcher python.part6.rar Supreme Commander Definitive Launcher python.part5.rar Supreme Commander Definitive Launcher python.part4.rar Supreme Commander Definitive Launcher python.part3.rar Supreme Commander Definitive Launcher python.part2.rar Supreme Commander Definitive Launcher python.part1.rar

1

Solved my image freze on resizing bug (lost video adapter):
Moved game to the system disc (C:\ in my case, the game was moved in Steam GUI).
This solution was found here:
https://forums.faforever.com/viewtopic.php?f=3&t=18603

@thecore, the mouse clip (from v 1.04) is broken for a not fullscreen window, maybe a Windows 10 ui scaling involved here - it locks mouse but in the area with lesser width and height then actual window and actual window size is more when what I set it to be in args.

Here is the working variant for any window size:


if(clipMouse = true)
{
	SetTimer, clipProc, 100 
}
clipProc: 
	if (!ProcessExist(procGame)) 
		return
	;//checks if the game window is active
	if !WinActive("ahk_exe " procGame)
	{
		return
	}
	
	; this will get your game window size
	WinGetTitle, winTitle, ahk_exe %procGame%
	WinGetPos, X, Y, W, H, %winTitle%
	
	;//trap mouse
	ClipCursor( true, X, Y, W, H)
	
return
; //lock the mouse within the game window
ClipCursor( Confine=True, x1=0 , y1=0, x2=1, y2=1 ) 
{
	VarSetCapacity(R,16,0),  NumPut(x1,&R+0),NumPut(y1,&R+4),NumPut(x2,&R+8),NumPut(y2,&R+12)
	return Confine ? DllCall( "ClipCursor", UInt,&R ) : DllCall( "ClipCursor" )
}

full script here (just delete .txt to use it):
definitiveResizeAndMouseLock.ahk.txt

1

A Little error in full script:
definitiveResizeAndMouseLock.ahk.txt
I screwed up at automathic setting for the dual screen size 😉
was:

	width_2 := width*2
	height_2 := height*2

now is good one:

	width_2 := width*2
	height_2 := height

Result of the modified definiteve script divide for sortcut proxy:

Full example: Universal Sortcut Parser.rar

1

@io_nox said in [Guide] : fake-fullscreen and optimisation:

Windows 10 ui scaling involved here

Yes i did not test with Windows 10 ui scaling, the fixed worked, however i found one issue. The mouse would flicker when at the edge of the screen.

Here is the fix

clipProc: 
	if (!ProcessExist(procGame)) 
		return
	;//checks if the game window is active
	if !WinActive("ahk_exe " procGame)
	{
		return
	}	
	; this will get your game window size
	WinGetTitle, winTitle, ahk_exe %procGame%
	WinGetPos, X, Y, W, H, %winTitle%
	w := w - 1
	h := h - 1
	;//trap mouse
	ClipCursor( true, X, Y, W, H)
	
return
1

@IO_Nox
Found a bug with SysGet, Mon1, Monitor, 1 and using Mon1Left
Sometimes Mon1Left is 0 and Mon1Right has the correct value depending on your screen setup

Here is a fix

if(autoSetMonitorSize == true)
{
	SysGet, Mon1, Monitor, 1 ;//get monitor 1 resolution
	if(Mon1Right != 0)
		width := Mon1Right ; //set width resolution
	else if(Mon1Left != 0)
		width := % Mon1Left
	else 
		width := 1920

	if(Mon1Bottom != 0)
		height := Mon1Bottom ; //set width resolution
	else if(Mon1Top != 0)
		height := Mon1Top
	else 
		height := 1080
	
	;//if the value is negative change it to positive number
	if(width < 0)
	{
		width := (-1 * width)
	}
	if(height < 0)
	{
		height := (-1 * height)
	}	
}

I am also improving the Launcher with ui scaling.

1

Definitive Supreme Commander Launcher 1.02
It has come a long way but i have decided to create a fun little github project for it.

https://github.com/ageekhere/Definitive-Supreme-Commander-Launcher

Lots of changes in this update, hopefully there are not too many issues with this version.

0

Hello everyone, I just came to the game, I want the game to run on two monitors (the monitors are the same, I want to use the second one as a large minimap) tell me, I correctly understood that a completely different story is being discussed in this topic and I don't need this script.

0

@buzalbash You can either use the scripts above or try my Launcher at https://github.com/ageekhere/Definitive-Supreme-Commander-Launcher

You need to get the following mods from the FAF database
Common Mod Tools
ui-party enabled

You also need to switch the game to windowed mode.

Then in the Launcher all you need to do is go to settings and enable the game and set the install location.

You can even enable auto dual screen switcher, however it is still work in progress, but getting close.

0

@buzalbash no this is exactly what this script accomplishes.