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Messages - Mussels

Pages: [1] 2
1
Support / Re: UHD/4K problems
« on: November 19, 2016, 08:11:47 AM »
This should be fixed in A16.
https://twitter.com/TynanSylvester/status/781961841262157824
Quote
RimWorld Alpha 16 will support UI scaling! All you people with absurdly high-res monitors can rejoice.

well thats exciting :D

2
Support / Re: UHD/4K problems
« on: November 18, 2016, 09:51:29 PM »
i've already got DPI scaling set to 200% in windows - rimworld and its UI (thanks to unity i guess) ignore that setting.

3
Support / Re: UHD/4K problems
« on: November 18, 2016, 09:43:36 PM »
lets see if i've figured IMGUR out:

Look how tiny the UI is in the bottom left


Super close up view of those same tiny buttons


Comparing 1080p to 4K on the menu (PC is still sending 4K res - this is 'stretched' from the game)

4
Support / Re: UHD/4K problems
« on: November 18, 2016, 09:24:42 PM »
What type of cable is being used?
HDMI, or another type?

I had an issue with a TV I use as a second monitor, wherein with HDMI the screen would set itself to 1080p, while the input was actually at 720p.
This resulted in the same type of scaling as you mentioned.
Seems that my graphics device was sending incorrect signals to the screen, and vice-versa.
Took a while, but I managed to resolve the issue by forcing both the TV and the NVidia control panel to use the "highest available resolution" for the device.
This allowed for two-way communication of the "highest available resolution" between both devices.

Don't know if this is actually a similar issue to yours, but I hope it is something as simple as that.

Disclaimer: May be a few days until I can respond again if needed.

i've got proper 4K 60Hz happening - the image is fine in and out of game, its just that text elements are too small.

I'll take photos on my phone, since screenshots obviously wont look right unless you have the same size and resolution screen as me.

5
Support / Re: Steam limiting at 60fps
« on: November 18, 2016, 06:32:32 PM »
Bit weird, can't seem to get Rimworld to run past 60 fps on steam, even sat in the menu. Looks like it's capped or something. On ARK for example, the menu sits around 630fps on the Steam in-game fps counter but 60 on Rimworld. Is this the same for everyone or is there a way around it? I ask as I'd like to record with DXTory and when I record in 60fps I get GPU warnings every time the game dips below 60fps for a split second.

its permanently running in windowed mode - so its locking to 60Hz, your desktop refresh rate.

6
Support / UHD/4K problems
« on: November 18, 2016, 06:55:25 AM »
I've been playing rimworld for quite a while now and its a rather strong addiction.

Just upgraded to a 40" samsung UHDTV over my previous 55" sony 1080p and... rimworlds UI is just too small - its literally unreadable on a 40" screen, which is pretty crazy when you see 28" 4K monitors for sale on the market.

Part of the problem is that the game doesnt actually seem to change resolutions, when its fullscreen 1080p my TV actually reports its still running at 4k - i guess the game just runs a scaler instead of changing resolution?

I've tried gaming at 1080p instead and the fuzziness causes eyestrain very quickly so i guess i simply cant play anymore until i find a fix - is there any mods or UI hacks to simply double or quadruple the size of text and UI elements? Has there been any official mentions of support for that?


7
Releases / Re: [A15] Quantum Cooling
« on: October 05, 2016, 01:51:47 AM »
I have already begun plans for military and defense applications, this is going to be fun! Plus will require some creativity.


oh my god, the cold deathtraps we can create!

8
Outdated / Re: [ a13 ] Wastelander's Minor mods: Mending
« on: July 31, 2016, 08:59:22 PM »
I just did. It works well.

tested again and its working fine, i may have run into a glitch with the save. Both versions work fine now.

9
Outdated / Re: [ a13 ] Wastelander's Minor mods: Mending
« on: July 30, 2016, 11:55:15 PM »
Please take a screenshot of the error, your modlist and the steps to reproduce it.

i just switched the files to the one from the regular version and its working, so double check the easy zip is correct?

10
Outdated / Re: [ a13 ] Wastelander's Minor mods: Mending
« on: July 30, 2016, 11:48:15 PM »
No errors? Balance is good? I guess it's fine then.

i tried the easy mode zip on an existing mod and it didnt seem to work.

trying the other one mode.

11
Releases / Re: [A14] Recycle
« on: July 22, 2016, 03:38:53 AM »
nice mod idea! seems a bit more balanced than mending, since we have to re-craft the items we want.

12
I don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.

I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.

Feel free to offer any suggestions or feedback.

nicely done! having it in with crafting instead of its own task probably helps with conflicts too.

13
any news on a alpha 13 update for mending?

here for the same thing - i know it messes with game balance, but i cant live without it XD

14
General Discussion / Re: How useful are traps?
« on: March 10, 2016, 11:17:38 PM »
I find them hard to use, as any path that works on enemies works on friendlies too. It becomes quite a complicated challenge to set up traps i can use to hurt enemies without friendly fire being so common.


My colonists should know where the minefields they built are, and avoid them at all costs naturally - short of dementia, or having a mental break and running into one.

I would prefer traps that can move blocks, such as doors i can remotely open and close, or traps i can trigger from radio switches. (have a minion hit a switch, doors/walls close, trigger IED's etc)

15
General Discussion / Re: What resolution do you play at?
« on: April 03, 2015, 04:39:02 AM »
Hey all. Knowing what res people play at will help me make certain design and tech decisions. If y'all could hit the poll it'd be great.

i gotta ask, why the 16:10 aspect ratios? 16:9 is a lot more common.
Its nice that alternate aspect ratios are supported.

Personally, i've got 1080p and 1366x768 (desktop and laptop)

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