Screen Capture object screenshot resizes: bug or limitation?

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  • I have a mfa example about how to take screenshots of the Frame Area with the Screen Capture object and then use the Surface object to place them as an active in game. I have been implementing that in my own mfa which works perfectly, except for a very small but important "bug/limitation" with the extension since i'm not sure if there's any alternative way to fix it.

    When taking the pics from the game and pasting them in windowed mode, they show as they should with the same amount of pixels, but when I switch to full screen or even resize the game to be larger, the next pics becomes a lot bigger when it would be supposed to be the same in both, also I noticed that the mfa example didn't include the "Resize display to fill window size" setting.

    I'm not sure if is a bug as it really sounds like a limitation but if there's a way to fix it I would really heavenly thank everyone, I almost got what I wanted but this thing hinders me.

  • I made my own capture function due to the same issue, full screen and DPI scaling, etc. Coding in fusion needs a fastloop that check the app mode then call different capture method, do stretch, a bit tedious.

    It's a part of Please login to see this link., and this object has basic display function for screenshots, and screen shot part was transplanted to Please login to see this link., a picture object but with cache, you can use the internal name _TempCapture to reference it and avoid using this name as it will be overwrite.

  • OH my GOD dude I tried with WinAPI and you saved my day with this seriously thank you dude.

    A quick question, sometimes the pics taken come pretty choppy or not in the same resolution as the actual window, I might be missing something out here or it works like that? (Sorry I haven't got time to look out all examples and info now since I need to go sleep)

  • OH my GOD dude I tried with WinAPI and you saved my day with this seriously thank you dude.

    A quick question, sometimes the pics taken come pretty choppy or not in the same resolution as the actual window, I might be missing something out here or it works like that? (Sorry I haven't got time to look out all examples and info now since I need to go sleep)

    Terminology:

    frame window: if your window has a black border then it's the center part, usually, the same size of frame you set in fusion but will be stretched if the game window is resized.

    WinAPI will capture the entire frame window, then call StretchBlt with COLORONCOLOR to stretch it to the size of object, which is done by windows, which may cause the choppy.

    NeoPic works similar to this, but will simply capture to an offscreen surface with the same size of frame window, then let you handle it, e.g., use an object to display it and stretch to any size, stretch is done by hardware during display routine, with AA if you enable it. If you need to save file, then the stretch is done in software mode. Both is stretched by fusion's surface class.

  • I've been looking for an alternative to the screen capture object so I'm excited to check this out!!! defisym by any chance have you gotten to test your extension on Steam Deck? SCO just comes out with all-black images every time.

    LazyDev One thing figured out about SCO is that I had to capture areas as a ratio of the current screen width/height (need the Window Size object to get this) to get it to work at every resolution, otherwise the pictures would crop at very specific X/Y coordinates on the screen, rather than within the intended area. This might be related to the issues you're having. Try setting alterable values on an object to store the Width and Height ratios (ObjectWith/ScreenWidth, etc. Then set the origin X and Y to the screen width - screenXsize*widthPercent alterable value, and screen height - screenYsize*heightPercent alterable value respetively; then set the area to screenXsize*widthPecent for width, and screenYsize*heightPercent for height.

  • In case if HWA (DX8, 9 or 11 display modes) , Surface's background blitting does not work
    Though you can do this trick that revolves around placing an object like Perspective, then using the Surface object to blit it

    I made an easy to use widget you can check out:

    A simple widget to capture a specific zone in the frame, works on HWA, main trick is that a Surface object is blitting a Perspective object

    Features:

    • Capture a specific zone
    • Save to file
    • Copy to clipboard
    • Implemented as a widget for easy use, just modify some values and call some fastloops (check first comment)

    File: Please login to see this attachment.

    Please login to see this picture.Please login to see this picture.

    Game/App developer, artist and a community contributor.
    You can support my work on: Please login to see this link.

  • defisym by any chance have you gotten to test your extension on Steam Deck? SCO just comes out with all-black images every time.

    I don't own one but seems okay on manjaro, tested about one year ago, I can't remember the detail.

    But both my ext shares the same method of surface object, aka ask for window DC and surface DC then blit it. Maybe Valve updated something of proton runtime.

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