[Bug][Mac] Fullscreen issue on launch with multiple displays

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Goofnik
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Posts: 1
Joined: Wed Sep 26, 2012 9:07 pm

[Bug][Mac] Fullscreen issue on launch with multiple displays

Postby Goofnik » Thu Sep 27, 2012 5:08 am

Configuration
  • OS X Lion 10.7.5 (11G56), 64-bit
  • 27-inch iMac, Mid 2011
  • Intel 3.4GHz Core i7
  • 16GB 1333 MHz DDR3
  • AMD Radeon HD 6970M 2048MB
  • 27" Apple LED Cinema Display
By default, the game wants to launch in fullscreen mode. I launched the game, and both displays went black. The displays then returned to the Finder desktop, and the game had launched in a windowless (no UI chrome) window in the bottom-left 25% of the first display.

Workaround:
This was resolved by modifying ~/Library/Application Support/Prison Architect/preferences.txt as follows:
  • Changed ScreenW from 0 to 1920
  • Changed ScreenH from 0 to 1080
  • Changed ScreenWindowed from false to true

This resulted in future launches being in a 1920x1080 window in the primary display (2560x1440, secondary display is also 2560x1440).

Debug.txt

Code: Select all

alpha-1 macosx vanilla compiled 12:07:15, Sep 25 2012
Loading Preferences from /Users/redacted/Library/Application Support/Prison Architect/preferences.txt
BEGIN DataRegistry DUMP:
    Screen
    ScreenW [int] 0
    ScreenH [int] 0
    ScreenWindowed [bool] 0
    ScreenMultiSampled [bool] 0
    ScreenSuperSampled [bool] 0
    Sound
    SoundMixFrequency [int] 22050
    SoundVolume [int] 255
    SoundSwapStereo [bool] 0
    SoundEnableDsp [bool] 1
    RecentMap [string]
    FirstTime [bool] 0
    AutoSaveTimer [int] 10
END DataRegistry DUMP:
Suggested resolution : 2560 x 1440
Opening window 2560 x 1440 x 32, fullscreen
Opening window 1280 x 720 x 32, windowed
OpenGL Vendor     : ATI Technologies Inc.
OpenGL Renderer   : AMD Radeon HD 6970M OpenGL Engine
OpenGL Version    : 2.1 ATI-7.32.12
Parsing archive main.dat...
   Parsing archive at path '/Applications/Games/Prison Architect.app/Contents/Resources/main.dat'
   DONE
Parsing archive sounds.dat...
   Parsing archive at path '/Applications/Games/Prison Architect.app/Contents/Resources/sounds.dat'
   DONE
Fonts loaded in 139ms
Invalid multi-byte UTF8 character: 0XFF
Loaded in 433 strings
Couldn't open unicode language file data/language/english-fullgame.txt
Initialising SDL Audio:
   Frequency: 22050
   Format: 32784
   Channels: 2
   Samples: 512
   Size of Stereo Sample: 4
SoundLibrary2D Starting buffer topup thread....
SoundSystem started : 22050Hz x 64 sound channels (including 8 music channels)
OpenGL maximum texture size 16384 x 16384
Multisampled Framebuffer support : yes
Supersampling support at screen res 1280 x 720 : yes
 libpng version 1.5.10 - March 29, 2012
 (Running with version 1.5.10)
WorldRenderer load SpritesCells GL ERROR 0x500
================
==  NEW MAP  ===
================
MaterialLibrary reading from 'data/materials.txt'
BiographyGenerator read 27 fornames, 235 surnames
World Initialised to size 100 x 80 cells
GridNavigationSystem created Route Work-In-Progress (size 125Kb)
Grid Navigation System initialised
EscapeMap Initialised : 62Kb
Lightmap initialised in 1ms : 187Kb
Danger initialised : 31Kb
Patrol System Initialised : 218Kb
Gang System Initialised : 156Kb
Water System Initialised : 312Kb
PowerSystem initialised : 62Kb
Research System reading layout from data/research-layout.txt
PolaroidSystem has 29 polaroids in the database
ScriptSystem initialised in 0ms
Parsing LUA script 'data/grants.lua'
Create starting world...
Create starting world done...
Saving Preferences to /Users/redacted/Library/Application Support/Prison Architect/preferences.txt
Save successful!
WorldRenderer: vexCellTypes initialised in 0ms : 16000 triangles (vex,tex), 0.9 MBytes
ShaderOpenGL successfully compiled : LightMap
WorldRenderer: vexCell2ndLayer initialised in 1ms : 16000 triangles (vex,tex), 0.9 MBytes
WorldRenderer: vexDetails initialised in 1ms : 16000 triangles (vex,tex,col), 1.1 MBytes
WorldRenderer: vexShadow initialised in 2ms : 32000 triangles (vex,col), 1.5 MBytes
WARNING: Destroying Mutex that is still locked (forced to delete)

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