Author Topic: Arena.cfg  (Read 1566 times)

Anonymous

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Arena.cfg
« on: August 19, 2006, 04:00:00 AM »
I kinda need a bit of help creating the arena.cfg file... I have read the config.txt file in \docs, and want to remove the autosave feature. I created the arena.cfg file as a text document, and entered NOAUTOSAVE, and then tested it, but found the label to not have an effect upon the game. Help would be greatly appreciated.

Offline draconuszero

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Arena.cfg
« Reply #1 on: August 19, 2006, 04:19:11 AM »
Just to make sure, its saved as a cfg file, not a txt right?  Also, is it in the gearhead main directory?

Offline Anticheese

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« Reply #2 on: August 19, 2006, 06:00:38 AM »
Steps to a successful arena.cfg:

1) Open notepad
2) Write in the options required (I use MechaControl R and NOAUTOSAVE)
3) Save as, Save as any file, Save as arena.cfg
4) Play.

To test if your file is working, try using the MechaControl R, getting into a Mecha fight and seeing if the turtle mode menu pops up.

Enjoy!

P.S

Quoting: draconuszero

Just to make sure, its saved as a cfg file, not a txt right? Also, is it in the gearhead main directory?


Make sure the file is in the folder with arena.exe

Anonymous

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Arena.cfg
« Reply #3 on: August 19, 2006, 02:38:03 PM »
Oh... I created a text document and named it "arena.cfg" instead of opening Notepad as an untitled document... It turns out to be "arena.cfg.TXT". Thanks Anticheese and draconuszero.

Offline Tung Nguyen

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« Reply #4 on: August 19, 2006, 04:44:24 PM »
To make sure this never happens again, open Windows Explorer, go to Folder Options, under Advanced (or some such) there is an option reading "Hide extensions to known file types". Make it so it's unchecked.

Worst default setting ever.

Offline macksting

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« Reply #5 on: August 20, 2006, 01:23:20 AM »
You ain't joshin'.

Offline Reaver

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« Reply #6 on: August 20, 2006, 03:17:54 AM »
People who enable that setting should be shot. It's important to know ALL of your file extensions.

Offline macksting

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« Reply #7 on: August 20, 2006, 09:25:55 PM »
I also never hide "hidden" files; I'm a tinkerer, albeit paranoid enough to back up anything I tinker with. The fact that I'm not a sufficiently clever tinkerer to unbury the Stars! 2.0 registration code from my last operating system's registry is a testament to my ineptitude. :)

Anyway, so why doesn't the screensizing work in the SDL mode?

Offline peter

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« Reply #8 on: August 22, 2006, 01:29:01 AM »
Quoting: macksting
Anyway, so why doesn't the screensizing work in the SDL mode?



 IIRC from last time I answered that, the code has fixed default sizes in SDL mode, and doesn't look at the width or height from the config file.  I have no idea if the rest of the game would work properly at a different size (so there's not much code needing changing), or if there are other places that make assumptions about the screen size (so it would just crash or corrupt the screen if you changed the size).

Offline macksting

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« Reply #9 on: August 22, 2006, 07:10:38 PM »
Pity, that. But then, I'm sure most people know about my previous monitor woes.
Glad that's over.

Offline Tung Nguyen

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« Reply #10 on: August 23, 2006, 01:03:48 PM »
I remember seeing a version of GH compiled in "mini mode", where the screen dimensions were 640 * 480, rather than 800 * 600, set by a symbol. I'm not sure if GH checked the signal each time it was needed (I saw it in the SDL initialisation), but if not, it may suggest that screen resizing is possible.

SDL screen resizing isn't that hard: just switch the current surface for a new surface. I've done it before for a different project (though it was really more fullscreen/windowed hot-switching, but same principle).

Offline Joseph Hewitt

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« Reply #11 on: August 23, 2006, 02:58:01 PM »
The trouble with resizing the screen in GH1 is that the locations of all screen regions are stored as pixel values. I did add an option to compile the game for 640x480 resolution, but I haven't tested this much.

What I should do is add a procedure to rescale all the screen zones based on the resolution of the screen, but if I remember correctly there are a number of places where this wouldn't work.

Resizing the screen in GH2 could be done easily, since OpenGL doesn't use pixels for measurement. The surface upon which the menus and text is projected (which is a SDL surface) can be left at 800x600 resolution, and OpenGL will just stretch it to fit the dimensions of the actual screen when rendering.

Offline macksting

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« Reply #12 on: August 23, 2006, 06:20:29 PM »
...meaning that a 640x480 screen would have menus running off the sides of the window?

(If this is the case, it's a good thing almost nobody uses 640x480 anymore.)

Offline Joseph Hewitt

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« Reply #13 on: August 24, 2006, 01:25:57 AM »
Quoting: macksting
...meaning that a 640x480 screen would have menus running off the sides of the window?

(If this is the case, it's a good thing almost nobody uses 640x480 anymore.)

Yes. And, a screen larger than 800x600 would have blank areas on the right and bottom edges.

Offline SharkD

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« Reply #14 on: August 24, 2006, 05:08:50 PM »
Quoting: Joseph Hewitt
The trouble with resizing the screen in GH1 is that the locations of all screen regions are stored as pixel values.

Maybe you should use percentages instead.