Why oh why?

Started by Slasher, Thu 25/04/2013 11:40:44

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Slasher

It's all hell loose today  (roll)

Why oh why?

In setup choose DirectDraw5 as problems with D3d (people say) and I can't use it anyway.

Some say they can't interact (hand) with an object but can look use inv.

Some say buttons on gui are not working but are fine at my end.

Why oh why?




Ghost

So what's the question?

Dave Gilbert

Regarding DirectDraw vs direct3D, I would say the opposite is true. DrectDraw is barely supported at all these days. Especially on modern laptops. Almost a third of the original Gemini Rue players found that their computers froze when starting the game. We had to reprogram the snow/rain plugin so it could work in Direct3d as a result.  So I would suggest avoiding it like the plague. :)

Crimson Wizard

#3
@slasher, I have certain doubts the problems you mention may be related to the renderer. At least, it would be quite surprising if they are. :-\
Do you use any advanced drawing methods in your game? Raw drawing over guis, creating dynamic sprites? Any sprites with alpha channels, any objects with translucency?
I really can't think of much here.

Try to separate problems and check every one in turn.
Ask people to list what and how exactly did they do when interaction did not work.

Calin Leafshade

It is my opinion that the direct draw and direct 3d renderers should both be deprecated and replaced with an OpenGL one.

Theres no point in maintaining several renderers and the pixel shader requirement is now no longer an issue. (Although im not convinced a pixel shader is even needed for sprite colourisation anyway, vertex colours should be used)

Slasher

QuoteDo you use any advanced drawing methods in your game? Raw drawing over guis, creating dynamic sprites? Any sprites with alpha channels, any objects with translucency?
No.

I'm using Win XP service pack2.

Am I advised to try and update to D3D (9) rather than sticking to DirectDraw as some on D3D seem to get problems?

What do you think?

cheers






Crimson Wizard

Quote from: slasher on Thu 25/04/2013 12:21:44
Am I advised to try and update to D3D (9) rather than sticking to DirectDraw as some on D3D seem to get problems?

I suggest you find a tester who will be able to run BOTH DirectDraw and D3D renderers, and see if there's any difference in your game. This way you will at least know if those errors are even related to renderer.

BTW, another thing, does your game use any plugins?

Slasher

Crimson

QuoteBTW, another thing, does your game use any plugins?
Flashilight 121 plugion.
I also use the Tween Module.

I am going to try to find what the solution could be / is.

cheers


Snarky

Quote from: Dave Gilbert on Thu 25/04/2013 12:00:06
Regarding DirectDraw vs direct3D, I would say the opposite is true. DrectDraw is barely supported at all these days. Especially on modern laptops. Almost a third of the original Gemini Rue players found that their computers froze when starting the game. We had to reprogram the snow/rain plugin so it could work in Direct3d as a result.  So I would suggest avoiding it like the plague. :)
Yeah, but there used to be an annoying scaling bug in the AGS Direct3D renderer, so I personally always prefer to run in DirectDraw. (This bug was fixed in the Draconian version, but I'm not sure whether it's included in the 3.3 beta.) In general, I agree with Calin that the renderers should be updated to a single and more modern option with greater platform compatibility.

Slasher

#9
I'm running:

AGS Editor .NET (Build 3.2.1.111)
v3.2.1, March 2011

maybe its an issue then?



Crimson Wizard

#10
How scaling bug may prevent completely from interaction with gui buttons and objects? Unless they are very tiny or something... can't think of any situation when this might be a real issue.

Slasher, just make someone test the problem in both renderers and see if there's a difference.

Slasher

Crimson,

someone is testing in both settings.

I came across a boolean oversight and corrected for the object interact (hand) that was failing.

That still does not account for the gui buttons which are of reasonable size.

FYI When cursor over the gui with buttons the cursor changes to pointer then returns old mode when leaving.


Crimson Wizard

Quote from: slasher on Thu 25/04/2013 14:00:08
That still does not account for the gui buttons which are of reasonable size.

FYI When cursor over the gui with buttons the cursor changes to pointer then returns old mode when leaving.
Well, can you give some details about them?
How does it work for you and what does not work for testers?
How do you change cursor to pointer (what script command do you use?).
Is the cursor hotspot positioned correctly (on the tip of the pointer, and not in the center)?

Gilbert

Quote from: Snarky on Thu 25/04/2013 13:08:42
Yeah, but there used to be an annoying scaling bug in the AGS Direct3D renderer...

Also, as far as I remember the D3D9 renderer doesn't support 8-bit modes (or is it changed now?), which I work 100% with, so unfortunately it's something I cannot use.

Slasher

The cursor change to pointer over GUI (with buttons) works and when off GUI changes to old mode works perfect my end.

So, that's the enigma...

Code: AGS
 
function repeatedly_execute_always() 
{
 // WHEN CURSOR OVER STATUSLINE GUI
 GUI* theGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
 if (theGui == gStatusline && mouse.Mode != eModePointer) 
{
    old_mode=mouse.Mode;
    mouse.ChangeModeGraphic (eModePointer, 304);
    mouse.Mode = eModePointer;
}
 // then other stuff




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