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[MT] Training subtitles and multiplayer server messages/overlay not rendering


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Am 12.3.2023 um 12:54 schrieb EbonySeraphim:

During training missions (ED provided ones, F/A-18C: CCIP Bombing for example) the text subtitles/overlay does not appear when I run DCS multithreaded. Similarly, the same type of text from server messages (I regularly play on ThroughTheInferno multiplayer servers) does not appear either. For multiplayer, not only does the visible message not appear, but the sound effect that typically plays when certain message recieved aren't playing either.

If I use the escape menu's "Message History" option, I can see the messages have arrived and view them there for both training missions and multiplayer. I verified switching back and forth between multithreaded and singlethreaded; ST always shows me the text, MT does not.

Attached dxdiag.txt and dcs.log from MT (multiplayer join and quit) run, and screenshot of the working text in a training mission and not working.

Working from ST (upper left):

image.png

Non-working from MT:image.png

DxDiag.txt 142.96 kB · 0 Downloads dcs.log 119.36 kB · 0 Downloads

 

Same here all Answers from ATC/Darkstar/etc. and Mission Texts Missing...

https://www.twitch.tv/toastybank3nobi

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Can confirm this is also an Issue on my side. Using a 2 monitor lua to export mfds etc to a second screen, No messages are popping.
Makes trying to fly campaigns extremely unpleasant as you have to pause and go to the past comms menu to see what was sent every time. 
Hope there is a fix coming soon

Any landing that doesn't require the jaws of life....is a good landing...

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Il 20/3/2023 at 12:59, EbonySeraphim ha scritto:

I nearly have this fixed for my personal monitor layout with the following change in my MonitorSetup Lua cfg/script:

UIMainView = primary
GU_MAIN_VIEWPORT = primary
LEFT_MFCD = left_little
RIGHT_MFCD = right_little
CENTER_MFCD = center_little
Viewports = {UIMainView}

Is now:

UIMainView =
{
	x      = 0;
	y      = 0;
	width  = screen.width;
	height = screen.height;
}
GU_MAIN_VIEWPORT = Viewports.Center
LEFT_MFCD = left_little
RIGHT_MFCD = right_little
CENTER_MFCD = center_little

Screenshot in simulation:

image.png

This solution is still very imperfect though as the menu/GUI windows render across everything and depending on your monitor arrangement, you might have very important areas of your screen inaccessible if there are no real monitor display pixels present. If your left side, and too much of the bottom section of the screen is inaccessible from the main menu, you won't even be able to access missions.

The UIMainView table is key here. In theory, UIMainView should be set to my primary monitor's view which starts  at x=2560, with a width of 3840. However, if I move over UIMainView.x to 2560, everything else about the UI is fixed from the prior screenshot -- loading screen is only on the main UI, dialog windows are entirely on it, etc -- but the UI overlay text (dark area) disappears again. For some reason, in MT that text absolutely doesn't respect UIMainView.width and still sees screen.width. This is as @Saruman said. It appears I could fix this if I swap the left and right sides, but I'm trying to avoid that for now due to sanity in Windows.

I kept messing with things and decided to remove setting GU_MAIN_VIEWPORT while setting UIMainView.width to 3840

-- UIMainView = Viewports.Center
UIMainView =
{
	x      = 0;
	y      = 0;
	width  = 3840;
	height = screen.height;
}

GU_MAIN_VIEWPORT = UIMainView -- actually, the same result occurs with or without this line.
LEFT_MFCD = left_little
RIGHT_MFCD = right_little
CENTER_MFCD = center_little

and I achieved a most interesting result:

Screen_230320_041347.png

The prior attempt rendered everything relative to the full resolution area, which messes up main menu window boxes (they are centered between screens). This attempt actually has the proper UI area dimensions (4k), with the overlay; text appearing in that 4k area in the right place and on top; but it is just not at the location of my 4k monitor's display. If I don't set GU_VIEW_MAINPORT and try to adjust UIMainView.x = 2560, the overlay text disappears again, and I my MFDs stop working.

I was able to fix the bug using the above suggestion with my 3 Camera Setup. The drawback is that with X=0 the subtitles are all on the left. With 3 32" is a bit uncomfortable. Second matter is that to have mission messages readable on the center screen I have the UI span across the two left monitors. I've tried to set

x = screen.height/3;

width = screen.height/3;

in the monitor lua and the text disappears. 

and also, to move the subtitles a bit on the right

x = 500;

width = screen.height/3-500; 

and the result is that the mission messages are cut in half.

Conclusion: it only works if you se X = 0. If you try to move the beginning if the UI to the right, it breaks, like if DCS fails to calculate the screen right limit/width. 

Thanks to @EbonySeraphimfor the suggestion. With this workaround I'm able to play the campaigns in MT. 

I hope this gets fixed in the next update.


Edited by Il_Pres
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So I did some testing because this is getting frustrating that I'm not able to use MT effectively in servers because of this issue.

I'm using 3 monitors set to 1920x1080 for a total resolution of 5760x1080. The coordinate system starts at (0,0), the top right corner of the total resolution.

I set my GUI parameters x=1 to see of moving it from 0 would make it disappear completely. It did not. The GUI successfully moved without disappearing.

nullGUI =
{
     x = 1;
     y = 0;
     width = 1920; --GUI box width
     height = 1080; --GUI box height
}

x=960 made the right side of the GUI disappear.

GUI =
{
     x = 960;
     y = 0;
     width = 1920; --GUI box width
     height = 1080; --GUI box height
}

Ok so somewhere on the middle monitor (it looks like its around x=1920+(960/2)=2400...somewhere around there, if not exactly there) there is a threshold that everything to the right of the threshold disappears. I tried other x coordinates and all GUI elements would disappear after this threshold. (refer to the pictures below).

So...ED...PLEASE HELP. Also wtf.

image.png

image.png

image.png

+480.jpg

1Camera.lua


Edited by Onslott
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Anyone here with an idea how to fix this when using helios?

For the reason that i´m using helios i can´t use the workarround from @Il_Pres unfortunately...

Here is my Viewport.lua:

 

Zitat

_  = function(p) return p end
name = _('Helios')
description = 'Generated from compatible Helios Profiles'
A_10C_2_LEFT_MFCD = { x = 5760, y = 272, width = 640, height = 800 }
A_10C_2_RIGHT_MFCD = { x = 6400, y = 272, width = 640, height = 800 }
AV8BNA_LEFT_MFCD = { x = 5760, y = 272, width = 640, height = 800 }
AV8BNA_RIGHT_MFCD = { x = 6400, y = 272, width = 640, height = 800 }
F_16C_LEFT_MFCD = { x = 5760, y = 272, width = 473, height = 473 }
F_16C_RIGHT_MFCD = { x = 6566, y = 272, width = 473, height = 473 }
F_16C_RWR = { x = 6233, y = 745, width = 333, height = 333 }
FA_18C_CENTER_MFCD = { x = 6233, y = 745, width = 333, height = 333 }
FA_18C_IFEI = { x = 6399, y = 832, width = 640, height = 246 }
FA_18C_LEFT_MFCD = { x = 5760, y = 272, width = 473, height = 473 }
FA_18C_RIGHT_MFCD = { x = 6566, y = 272, width = 473, height = 473 }
FA_18C_RWR = { x = 6233, y = 272, width = 333, height = 333 }
M2000C_RWR = { x = 6560, y = 272, width = 480, height = 480 }
M2000C_VTB = { x = 5760, y = 272, width = 800, height = 800 }
Viewports = {
  Center = {
    x = 0,
    y = 0,
    width = 5760,
    height = 1080,
    aspect = 5.33333333333333,
    dx = 0,
    dy = 0
  }
}
UI = { x = 1920, y = 0, width = 1920, height = 1080 }
UIMainView = UI
GU_MAIN_VIEWPORT = Viewports.Center

Thx in advance, help is much appreciated!

https://www.twitch.tv/toastybank3nobi

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Change this:

UI = { x = 1920, y = 0, width = 1920, height = 1080 }
UIMainView = UI

to this:

UI = { x = 0, y = 0, width = 3840, height = 1080 }
UIMainView = UI

 

Has drawbacks, but at least you can play Campaigns


Edited by Il_Pres
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vor 5 Minuten schrieb Il_Pres:

Change this:

UI = { x = 1920, y = 0, width = 1920, height = 1080 }
UIMainView = UI

to this:

UI = { x = 0, y = 0, width = 3840, height = 1080 }
UIMainView = UI

if i´m right this would stretch my menu on the first 2 Displays right? this would unfortunately cut my Menu for showing in my Twitch Stream, cause OBS is set up to just show the middle one, by cropping the image.

Maybe i need to explain what i´m doing right now...

From 0 till 5760 are my 3 Monitors setup as one through helios, hence the elongated resolution, after this there is a small tablet (1280x800 i think) which shows the MFDs etc...

The UI is only shown on M2 because it shall be visible in Stream. I Cropped the Game in OBS to M2.

If you need more info please tell me.

Have a good one!

https://www.twitch.tv/toastybank3nobi

beQuiet! Dark Base 700 | Ryzen 9 3900X | beQuiet! Silent Loop 2 | ASRock X570 Phantom Gaming 4 | Kingston FURY BEAST 128 GB DDR4-3200

AMD Reference RX 6700 XT 12 GB | Sabrent 2TB Rocket Nvme PCIe 4.0 M.2 2280 | Roccat Isku |  Logitech G502 Hero | Razer Kraken Tournament Edt.

HOTAS Logitech X56 | PS3 Eyetoy (OpenTrack) | 1x Samsung S27B350 | 3x Samsung S24A650 | Steinberg UR242 | Marantz MPM1000 XLR

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The only thing you can do for the moment is to move the text on left most monitor and put width = 1920, if you don't want the UI on two screens. X must be 0. Not other solution that I'm aware of. 


Edited by Il_Pres
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vor 2 Minuten schrieb Il_Pres:

The only thing you can do for the moment is to move the text on left most video and put width = 1920, if you don't want the UI on two screens. Not other solution that I'm aware of. 

Sorry i don´t get the idea right now, can you ellaborate? Sorry English isn´t my native, so i don´t understand everything as fast as a native speaker 🙂

Left most, would be okay tho


Edited by ToastyBanK3nobi
addition

https://www.twitch.tv/toastybank3nobi

beQuiet! Dark Base 700 | Ryzen 9 3900X | beQuiet! Silent Loop 2 | ASRock X570 Phantom Gaming 4 | Kingston FURY BEAST 128 GB DDR4-3200

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HOTAS Logitech X56 | PS3 Eyetoy (OpenTrack) | 1x Samsung S27B350 | 3x Samsung S24A650 | Steinberg UR242 | Marantz MPM1000 XLR

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11 hours ago, Il_Pres said:

@Onslott all confirmed by same experimentation. Below, you can find my 3 camera LUA file that should work for every 3 monitor configuration. Subtitles on the left, but mission messages on the central screen.

 

MY3Cameras.lua 2.45 kB · 1 download

I appreciate this! Although it does work to display the GUI elements correctly, the FOV is crazy huge on the 3Camera setting. As far as I understand, you can change this in the server.lua (Config/view/Server.lua) but some server can forge the default FOV. I'm not sure this is going to be a viable solution for me 😞

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10 minutes ago, Il_Pres said:

Yes, just limit the Max FOV to 100 or less in server.lua .

I tried doing that but it didn't seem to be changing anything. I was messing with CameraViewAngleLimits  = {20.000000,140.000000} changing the second value all the way down to 10 even, and nothing was changing. Is that the correct setting?

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On 4/14/2023 at 12:46 AM, Il_Pres said:

@Onslott all confirmed by same experimentation. Below, you can find my 3 camera LUA file that should work for every 3 monitor configuration. Subtitles on the left, but mission messages on the central screen.

 

MY3Cameras.lua 2.45 kB · 4 downloads

Using this "fix" works for while getting used to it, I jumped into the Hind for the first time in a while and realized that the HelperAI indicator is between screens (which makes sense due to the shift in GUI). Ugh...so no more flying the hind using this lol.

ED please fix this issue in MT! 1Camera setting, GUI parameters confined to middle screen.

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Sorry for late reply. Here's my server.lua config (saved games folder)


 

function default_fighter_player(t)
    local res = { 
        CameraViewAngleLimits  = {20.000000,100.000000},
        CameraAngleRestriction = {false       ,90.000000,0.500000},
        EyePoint               = {0.05     ,0.000000 ,0.000000},
        limits_6DOF            = {x = {-0.050000,0.4500000},y ={-0.300000,0.100000},z = {-0.220000,0.220000},roll = 90.000000},
        Allow360rotation       = false,
        CameraAngleLimits      = {200,-80.000000,110.000000},
        ShoulderSize            = 0.2,  -- move body when azimuth value more then 90 degrees
    }

 

this should work for the A-10A, not for the A-10C or the A-10C_2 . they need a relevant section in the server.lua , ie:

ViewSettings["A-10C_2"] = {
    Cockpit = {
    [1] = {                                                    
        CameraViewAngleLimits  = {20.000000,100.000000},
        --CockpitLocalPoint      = {4.300000,1.282000,0.000000},
        CameraAngleRestriction = {false,130.000000,0.900000},
        Allow360rotation       = false,
        --limits_6DOF            = {x = {-0.1,0.8},y = {-0.3,0.1},z = {-0.25,0.25},roll =  90.000000},
        CockpitLocalPoint        = {4.3,1.282,0},
        limits_6DOF            = {    x      = {-0.05,0.50},
                                    y     = {-0.25,0.12},
                                    z      = {-0.24,0.24},
                                    roll = 90},
    },
    }, -- Cockpit 
    Chase = {
        LocalPoint      = {0.600000,3.682000,0.000000},
        AnglesDefault   = {180.000000,-8.000000},
    }, -- Chase 
    Arcade = {
        LocalPoint      = {-27.000000,12.000000,0.000000},
        AnglesDefault   = {0.000000,-12.000000},
    }, -- Arcade 
}

Meanwhile a new patch is out. I'll test it in the next hours. ----->>>>> anddddd.... not fixed :  😞  PLEASEEEEEEE!!!! 


Edited by Il_Pres
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