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6/14/2025, 6:52:56 AM
Linux port, by the way. Pretty much just works.
The only issue I've seen is that scaling is broken in full-screen mode. The game's graphics are natively 1280x720, and there are three scaling options (pixel perfect, aspect ratio, and stretch to fit), but using the pixel-perfect option in full-screen makes it display in windowboxed 1707x960 rather than 1280x720. Yes, the character sprite's "pixels" in my screenshots are 3x3 and one could argue that bringing them to 4x4 by going to 720p * 4/3 = 960p thus counts as "pixel-perfect", but it's clear from the sharper UI elements and the native resolution's non-divisible-by-3 width that the game is not internally rendering at 240p, and moreover the full-screen+pixel-perfect mode's pixels don't look sharp, so no, the scaling is just broken.
It's even more broken on my 16:10 monitor, where running in full-screen mode with any scaling mode make the in-game graphics stretch vertically (which is super obvious when looking at the checkpoints which are meant to be circular); the aspect-ratio scaling option adds the expected letterboxing but only the UI actually gets un-stretched relative to the stretch-to-fit scaling.
All of this is annoyingly stupid but a non-issue for me, not only because gamescope could scale it however I like, but also because I'd prefer integer scaling and it won't do more than 1x on my 1920x1200 monitor anyway, so I don't need more than windowed mode. This might not even be a Linux port issue, by the way. Now that I've vented my frustration by complaining about it, I'm too lazy to find out if the Windows version behaves any differently. But if it is an issue in the Linux port, maybe it's fixable. The game uses SDL, and I think some other guy in a previous thread had done some SDL shenanigans to fix a native game's windowing/scaling issues.
The only issue I've seen is that scaling is broken in full-screen mode. The game's graphics are natively 1280x720, and there are three scaling options (pixel perfect, aspect ratio, and stretch to fit), but using the pixel-perfect option in full-screen makes it display in windowboxed 1707x960 rather than 1280x720. Yes, the character sprite's "pixels" in my screenshots are 3x3 and one could argue that bringing them to 4x4 by going to 720p * 4/3 = 960p thus counts as "pixel-perfect", but it's clear from the sharper UI elements and the native resolution's non-divisible-by-3 width that the game is not internally rendering at 240p, and moreover the full-screen+pixel-perfect mode's pixels don't look sharp, so no, the scaling is just broken.
It's even more broken on my 16:10 monitor, where running in full-screen mode with any scaling mode make the in-game graphics stretch vertically (which is super obvious when looking at the checkpoints which are meant to be circular); the aspect-ratio scaling option adds the expected letterboxing but only the UI actually gets un-stretched relative to the stretch-to-fit scaling.
All of this is annoyingly stupid but a non-issue for me, not only because gamescope could scale it however I like, but also because I'd prefer integer scaling and it won't do more than 1x on my 1920x1200 monitor anyway, so I don't need more than windowed mode. This might not even be a Linux port issue, by the way. Now that I've vented my frustration by complaining about it, I'm too lazy to find out if the Windows version behaves any differently. But if it is an issue in the Linux port, maybe it's fixable. The game uses SDL, and I think some other guy in a previous thread had done some SDL shenanigans to fix a native game's windowing/scaling issues.
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