Bug 2632 - right part of the menu is out of the screen
Status: RESOLVED WONTFIX
Alias: None
Product: ioquake3
Classification: Unclassified
Component: Video
Version: unspecified
Hardware: All All
: P2 minor
Assignee: Zachary J. Slater
QA Contact: ioquake3 bugzilla mailing list
URL:
Depends on:
Blocks:
 
Reported: 2006-03-28 18:57 EST by Thorsten Hirsch
Modified: 2009-09-14 06:57:18 EDT
1 user (show)

See Also:



Description Thorsten Hirsch 2006-03-28 18:57:43 EST
Hi,

the menu is not displayed correctly, it's moved about 100 or 200 pixel too much on the right, so it's partly out of the screen. This sounds like I have to adjust my monitor geometrie, but it's impossible: it's a TFT connected with DVI. Also the normal game and every other game is displayed correctly at the same resolution. I have no other explanation than that it must be a bug in the quake 3 menu.

game version: ioQ3 1.34-rc1 linux-i386 Mar  9 2006 (but I've also had this problem with every previous Q3 version before)

resolution: 1280x1024 (the native resolution of my TFT)

driver: nvidia 81.78

x.org version: 7.0

Here's the game's stdout:

ioQ3 1.34-rc1 linux-i386 Mar  9 2006
----- FS_Startup -----
Current search path:
/home/torti/.q3a/baseq3
/opt/games/ioquake3/baseq3/pak8.pk3 (9 files)
/opt/games/ioquake3/baseq3/pak7.pk3 (4 files)
/opt/games/ioquake3/baseq3/pak6.pk3 (64 files)
/opt/games/ioquake3/baseq3/pak5.pk3 (7 files)
/opt/games/ioquake3/baseq3/pak4.pk3 (272 files)
/opt/games/ioquake3/baseq3/pak3.pk3 (4 files)
/opt/games/ioquake3/baseq3/pak2.pk3 (148 files)
/opt/games/ioquake3/baseq3/pak1.pk3 (26 files)
/opt/games/ioquake3/baseq3/pak0.pk3 (3539 files)
/opt/games/ioquake3/baseq3

----------------------
4073 files in pk3 files
execing default.cfg
execing q3config.cfg
com_zoneMegs will be changed upon restarting.
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----

------- Input Initialization -------
Joystick is not active.
------------------------------------
...loading libGL.so.1:
Calling SDL_Init(SDL_INIT_VIDEO)...
SDL_Init(SDL_INIT_VIDEO) passed.
Initializing OpenGL display
...setting mode 8: 1280 1024
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce4 Ti 4200/AGP/SSE/3DNOW!
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce4 Ti 4200/AGP/SSE/3DNOW!
GL_VERSION: 1.5.5 NVIDIA 81.78
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 8, 1280 x 1024 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/lightningnew.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/tim.shader'
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
----- finished R_Init -----
------ Initializing Sound ------
Allocated 96 sources.
OpenAL info:
  Vendor:     OpenAL Community
  Version:    1.1
  Renderer:   Software
  Extensions: ALC_EXT_capture AL_EXT_capture AL_EXT_vorbis AL_LOKI_quadriphonic AL_LOKI_play_position AL_LOKI_WAVE_format AL_LOKI_IMA_ADPCM_format AL_LOKI_buffer_data_callback ALC_LOKI_audio_channel
Sound intialization successful.
--------------------------------
Loading vm file vm/ui.qvm...
VM file ui compiled to 594408 bytes of code
ui loaded in 1368576 bytes on the hunk
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
Opening IP socket: localhost:27960
Hostname: bauerbob.hirsch.lan
IP: 192.168.0.12
Started tty console (use +set ttycon 0 to disable)
----- CL_Shutdown -----
RE_Shutdown( 1 )
-----------------------
----- CL_Shutdown -----
-----------------------
Shutdown tty console
Comment 1 Erik Auerswald 2006-04-02 07:48:29 EDT
The UI scaling code of quake 3 is incorrect for any video mode that does not have square pixels and/or not a 4:3 aspect ratio. This has been (partially) fixed in the icculus.org version, but you have to add "+set sv_pure 0 +set vm_ui 0" to the command line to use the fixed native UI in game as well.
Comment 2 Ryan C. Gordon 2007-05-21 11:21:58 EDT
Setting a QA contact on all ioquake3 bugs, even resolved ones. Sorry if you get a flood of email from this, it should only happen once. Apologies for the incovenience.

--ryan.

Comment 3 Tim Angus 2009-09-14 06:57:18 EDT
This isn't properly fixable without changing the game code, something which is not in ioq3's remit.