• Status Unconfirmed
  • Percent Complete
  • Task Type Bug Report
  • Category Backend / Core
  • Assigned To No-one
  • Operating System Windows
  • Severity Medium
  • Priority Very Low
  • Reported Version Development
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: EDuke32
Opened by Lord Misfit - 2017-03-20

FS#56 - EDuke32 does not obey NVidia Control Panel's Color Settings

Basically, with my new laptop, the screen’s default color calibration is off from normal, and I don’t got the $ to try to gamble on replacing the screen with a better one, so I used NVidia Control Panel’s individual color settings to offset the colors [mostly the blue part] to more acceptable colors. Unfortunately, under normal circumstances, loading EDuke32/Mapster32 will force the old color calibration settings while running it [and only while the window is selected, as it will show the proper color calibration outside of it].

The only workaround I’ve come up with for this is to setting the in-game/engine Contrast to 0.0 in the console [”vid_contrast 0”] which somehow re-inforces my Control Panel Color settings over EDuke32, however this does weird things to the gamma setting in certain ranges [like between 0.85 and 1.17, the screen will be very faded out, while otherwise, the game is brighter than normal gamma and changing it has very little effect], so you don’t have as fine tuned control over it as you’d like, and brightness is completely uneditable when the contrast is 0 too.

Another issue is even if I do this in Mapster32, going into 2D mode always unsets the contrast in 2D mode and thus forces the original screen color calibration, forcing me to set the contrast to 0 for 2D mode each time. It also doesn’t seem to save the 3D mode contrast when I leave the program, so I have to reset it once for 3D mode each time I run Mapster32.


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