AGS 3.4.0.6 (Alpha) - Builder Patch

Started by Crimson Wizard, Sat 27/09/2014 17:25:18

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Dualnames

#180
Alright, switched to 3.4.0.3 to test the way ags fits the games on fullscreen, and now the issue i reported with the mouse behaving erratically occurs here, when on 3.3.2 it didn't with my mouse, just logitech mice. The game is running at 320x200 and i set fit on screen to checked, and the issue appears.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Crimson Wizard

Quote from: Dualnames on Tue 03/02/2015 12:38:32
Alright, switched to 3.4.0.3 to test the way ags fits the games on fullscreen, and now the issue i reported with the mouse behaving erratically occurs here, when on 3.3.2 it didn't with my mouse, just logitech mice. The game is running at 320x200 and i set fit on screen to checked, and the issue appears.
Is the final resolution is different from what you used in 3.3.2? What are your filter settings?

Dualnames

I've switched to both Game Resolution (320x200) and Desktop Resolution(1600x900) and the filter setting are nearest-neighbour, scaling is none. Also I'm wondering is there any way to force 16:9 resolution without black borders?
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Crimson Wizard

Quote from: Dualnames on Tue 03/02/2015 13:53:18Also I'm wondering is there any way to force 16:9 resolution without black borders?
Set "Stretch to fit to screen" option ON and "Keep aspect ratio" OFF.

AGD2

#184
I've ran into a few issues with the new graphics filters. My system uses an nVidia GeForce GTX 295. This video card allows the user to create custom resolutions, so I've added 320x200@32-bit, 320x240@32-bit, 640x400@32-bit, and 640x480@32-bit. I have tested 320x200 low-res AGS games and confirmed that they run at 320x200 full-screen mode in pre-3.4.0.3 versions. I've also tested full-screen 640x400 AGS games and confirmed that they worked, too, in pre-3.4.0.3 versions.

AGS 3.4.0.3: Trying to run a 640x400 game at Full-screen in its native mode or at 640x480:

Direct3d 9> Full-screen> Mode: (Game res) 640x400> Filter: Nearest-neighbour> Scaling: None> Stretch to fit screen (window)> Keep aspect ratio.

Pressing CTRL+V in-game indicates that the "Game Resolution" is 640 x 400, but that it's "Running" 720 x 576 @ 32-bit, with a "Draw Frame" size of 720 x 450. I can never get the "Running" Resolution or the Draw Frame to be 640x400 or 640x480 to match the "Game Resolution". The game window has black borders around all 4 edges. This causes everything on the screen to scale imperfectly and results in really jagged, unsightly scaling artifacts on the character portraits and TTF font texts.

If I substitute the "Direct 3D 9" for the "DirectDraw 5" driver, I get the same result. 
If I substitute the "Scaling" setting for any of the other scaling options, I get the same result. 
If I substitute 640x400 for 640x480, I get the same result.

This didn't occur in 3.3.3 because there were separate checkboxes in winsetup to add black borders to the top/bottom, and to the sides. In 3.3.3, I can get the same game to run at full-screen in 640x480 resolution with no filters, perfectly (with black borders up the top/bottom and stretched 640 pixels across to the screen edges).

No combination of options seems to accomplish this in 3.4.0.3.


AGS 3.4.0.3: Trying to run a 640x400 game at Full-screen in 320 x 240 mode or with the 1/2 filter:

Direct3d 9> Full-screen> Mode: 320x240> Filter: Nearest-neighbour> Scaling: None> Stretch to fit screen (window)> Keep aspect ratio.

The game runs at 640x480 in a 720 x 450 Draw Frame, even if I change the various options as mentioned earlier. However, if I uncheck the "Stretch to fit screen (window)" box, then the game runs full-screen in a small, centered 320x200 window with black borders around the outside edges. It seems that no amount of tinkering with the options will get the game to display at full-screen 320x240 mode. Yet my video card can display this resolution perfectly for pre-3.4.0.3 games and retro 320x200 games ran through DosBox.

Changing "Mode" to 640x400,  "Scaling" to the 1/2 filter, and unchecking "Stretch to fit screen (window)" gives similar results, but says the "Game Resolution" is 640 x 400, "Running" 720 x 576 @ 32-bit, with a "Draw Frame" size of 320 x 200. The game runs full-screen in a centered 640x400 window with black borders around all 4 sides. But the Text and graphics are blurred and pixelated as if the 320 x 200 screen had been blown-up to 640x400 and then had the linear interpolation filter applied (which I didn't choose in the settings).

Other Issues

1) On a related note, if I use ALT+X to abort the game, and then press ENTER, ESC, or SPACE to dismiss the "Abort Key Pressed" dialog (as opposed to mouse-clicking the OK button), most of the time the game leaves a residual blank box on the task bar. If you click on this residual taskbar box, it automatically disappears.

2) A lot of the time, settings seem to be forgotten when you close and re-open winsetup (seemingly if one of your selected options, like the resolution, didn't work and a substitute had to be used). This means that if you again run and play the game via winsetup, you'll get different resolution settings and in-game results than the ones you had used before.

3) Alt-Tabbing away from the full-screen game window can leave the screen black (I noticed this when using the 320x240 and 1/2 filter settings). It seems like there's a black full-screen-sized overlay blocking everything, and this overlay isn't disappearing or get minimized. Subsequent Alt+Tabbing appears to change the active program, but you can't see the pop-up box because the black overlay persists. Actually, you can't do anything in Windows because you can't see the desktop and only CTRL+ALT+DELETE will make the black screen disappear when you get the option to bring up the Task Manager (Using Win 7).

Crimson Wizard

Quote from: AGD2 on Tue 03/02/2015 20:00:18
I've ran into a few issues with the new graphics filters. My system uses an nVidia GeForce GTX 295. This video card allows the user to create custom resolutions, so I've added 320x200@32-bit, 320x240@32-bit, 640x400@32-bit, and 640x480@32-bit. I have tested 320x200 low-res AGS games and confirmed that they run at 320x200 full-screen mode in pre-3.4.0.3 versions. I've also tested full-screen 640x400 AGS games and confirmed that they worked, too, in pre-3.4.0.3 versions.
When you say "pre-3.4.0.3 versions", do you mean not only 3.3.*, but also previous 3.4.0.* versions?

Can you save logs for each of your test cases, like explained here? Logs will help to understand why it choses particular resolutions.

AGD2

Right. For example, if I run the same game in 3.3.3 OR if I run an older AGS game, like our Quest for Glory 2 remake (AGS 2.72), I can get them working in 640x480 and 320x240 modes, respectively.

Sure, I'll check into the log creation process and try to get some tomorrow.

AGD2

Okay, I just quickly did it now for 3 of the resolutions I mentioned above:

1) What version of AGS are you using;  3.4.0.3
2) What is your game resolution (in General Settings); 640 x 400
3) What settings do you set in setup; See Below
4) What is your desktop resolution. 1280 x 1024

(I pressed ALT+X to abort the game in all three cases below)

First Log: Direct3d 9> Full-screen> Mode: (Game res) 640x400> Filter: Nearest-neighbour> Scaling: None> Stretch to fit screen (window)> Keep aspect ratio.

Spoiler

Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2015 others
ACI version 3.4.0.3

*** ENGINE STARTUP ***
Installing exception handler
Reading config file
Initializing allegro
Setting up window
Initializing game data
Game data file: c:/AGS_BE~1/AGS_3_~1/MAGES_~1/Compiled/Windows/MAGES_~1.EXE

Initializing TTF renderer
Initializing mouse
Checking memory
Initializing audio vox
Initializing keyboard
Install timer
Initialize sound drivers
Install exit handler
Initialize path finder library
Load game data
Game data version: 46
Requested engine version: 3.4.0.3
Game GUI version: 118
Mage's Initiation
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Device display resolution: 1280 x 1024
Game native resolution: 640 x 400 (32 bit)
Game settings: windowed = no, screen def: explicit, screen size: 640 x 400, match device ratio: yes, frame placement: proportional
Init gfx driver
Built library path: d3d9.dll
Created graphics driver: Direct3D 9
Supported gfx modes (32-bit):
   640x480;640x480;640x480;720x480;720x480;720x480;720x480;720x576;
   720x576;720x576;720x576;800x600;800x600;800x600;800x600;1024x768;
   1024x768;1024x768;1152x864;1280x720;1280x768;1280x800;1280x960;1280x1024;
   1280x1024;1920x1080;320x240;320x200;
Supported gfx modes (24-bit): none
Requested gfx filter: StdScale, filter scaling: 1 x 1
Applying scaling filter: StdScale
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 640 x 400 (32-bit) fullscreen
Attempt to switch gfx mode to 720 x 576 (32-bit) fullscreen; game frame: 640 x 400, frame placement: proportional
Succeeded. Using gfx mode 720 x 576 (32-bit) fullscreen
   filter dest (0, 63, 719, 512 : 720 x 450), render dest (0, 63, 719, 512 : 720 x 450)
Preparing graphics mode screen
Initializing colour conversion
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Cannot open translation: default.tra
Prepare to start game
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
Loading room 300
WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1
***** ENGINE HAS SHUTDOWN
[close]


Second Log: Direct3d 9> Full-screen> Mode: 320x240> Filter: Nearest-neighbour> Scaling: None> Stretch to fit screen (window)> Keep aspect ratio.

Spoiler
Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2015 others
ACI version 3.4.0.3

*** ENGINE STARTUP ***
Installing exception handler
Reading config file
Initializing allegro
Setting up window
Initializing game data
Game data file: c:/AGS_BE~1/AGS_3_~1/MAGES_~1/Compiled/Windows/MAGES_~1.EXE

Initializing TTF renderer
Initializing mouse
Checking memory
Initializing audio vox
Initializing keyboard
Install timer
Initialize sound drivers
Install exit handler
Initialize path finder library
Load game data
Game data version: 46
Requested engine version: 3.4.0.3
Game GUI version: 118
Mage's Initiation
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Device display resolution: 1280 x 1024
Game native resolution: 640 x 400 (32 bit)
Game settings: windowed = no, screen def: explicit, screen size: 320 x 240, match device ratio: yes, frame placement: proportional
Init gfx driver
Built library path: d3d9.dll
Created graphics driver: Direct3D 9
Supported gfx modes (32-bit):
   640x480;640x480;640x480;720x480;720x480;720x480;720x480;720x576;
   720x576;720x576;720x576;800x600;800x600;800x600;800x600;1024x768;
   1024x768;1024x768;1152x864;1280x720;1280x768;1280x800;1280x960;1280x1024;
   1280x1024;1920x1080;320x240;320x200;
Supported gfx modes (24-bit): none
Requested gfx filter: StdScale, filter scaling: 1 x 1
Applying scaling filter: StdScale
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 320 x 240 (32-bit) fullscreen
Attempt to switch gfx mode to 720 x 576 (32-bit) fullscreen; game frame: 640 x 400, frame placement: proportional
Succeeded. Using gfx mode 720 x 576 (32-bit) fullscreen
   filter dest (0, 63, 719, 512 : 720 x 450), render dest (0, 63, 719, 512 : 720 x 450)
Preparing graphics mode screen
Initializing colour conversion
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Cannot open translation: default.tra
Prepare to start game
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
Loading room 300
WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1
***** ENGINE HAS SHUTDOWN
[close]


Third Log: Direct3d 9> Full-screen> Mode: 640x400> Filter: Nearest-neighbour> Scaling: 1/2> Keep aspect ratio.

Spoiler
Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2015 others
ACI version 3.4.0.3

*** ENGINE STARTUP ***
Installing exception handler
Reading config file
Initializing allegro
Setting up window
Initializing game data
Game data file: c:/AGS_BE~1/AGS_3_~1/MAGES_~1/Compiled/Windows/MAGES_~1.EXE

Initializing TTF renderer
Initializing mouse
Checking memory
Initializing audio vox
Initializing keyboard
Install timer
Initialize sound drivers
Install exit handler
Initialize path finder library
Load game data
Game data version: 46
Requested engine version: 3.4.0.3
Game GUI version: 118
Mage's Initiation
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Device display resolution: 1280 x 1024
Game native resolution: 640 x 400 (32 bit)
Game settings: windowed = no, screen def: explicit, screen size: 640 x 400, match device ratio: yes, frame placement: center
Init gfx driver
Built library path: d3d9.dll
Created graphics driver: Direct3D 9
Supported gfx modes (32-bit):
   640x480;640x480;640x480;720x480;720x480;720x480;720x480;720x576;
   720x576;720x576;720x576;800x600;800x600;800x600;800x600;1024x768;
   1024x768;1024x768;1152x864;1280x720;1280x768;1280x800;1280x960;1280x1024;
   1280x1024;1920x1080;320x240;320x200;
Supported gfx modes (24-bit): none
Requested gfx filter: StdScale, filter scaling: -2 x -2
Applying scaling filter: StdScale
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 640 x 400 (32-bit) fullscreen
Attempt to switch gfx mode to 720 x 576 (32-bit) fullscreen; game frame: 320 x 200, frame placement: center
Succeeded. Using gfx mode 720 x 576 (32-bit) fullscreen
   filter dest (200, 188, 519, 387 : 320 x 200), render dest (200, 188, 519, 387 : 320 x 200)
Preparing graphics mode screen
Initializing colour conversion
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Cannot open translation: default.tra
Prepare to start game
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
Loading room 300
WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1
***** ENGINE HAS SHUTDOWN
[close]


Ronsen

I know it's still alpha but wants to let you know.
This is what I get from the Linux export. Version mismatch...
Quote
AGS: Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2014 others
ACI version 3.4.0.2

AGS: *** ENGINE STARTUP ***
AGS: Reading config file
AGS: Initializing allegro
AGS: Setting up window
AGS: Initializing game data
AGS: Game data file: ***removed***.ags

AGS: Initializing TTF renderer
AGS: Initializing mouse
AGS: Checking memory
ci_find_file: cannot change to directory: Compiled
AGS: Initializing audio vox
Audio vox found and initialized.
AGS: Initializing keyboard
AGS: Install timer
Checking sound inits.
AGS: Initialize sound drivers
ALSA lib rawmidi_hw.c:233:(snd_rawmidi_hw_open) open /dev/snd/midiC0D0 failed: Datei oder Verzeichnis nicht gefunden
AGS: Install exit handler
AGS: Initialize path finder library
AGS: Load game data
AGS: Game data version: 46
AGS: Requested engine version: 3.4.0.3
This game requires a newer version of AGS (3.4.0.3). It may not run correctly.AGS: Game GUI version: 118
terminate called after throwing an instance of 'std::bad_alloc'
  what():  std::bad_alloc
Shutting down Allegro due to signal #6
Aborted (core dumped)

Crimson Wizard

Quote from: Ronsen on Wed 04/02/2015 08:42:47
I know it's still alpha but wants to let you know.
This is what I get from the Linux export. Version mismatch...
Yes, it appears I have mistakenly put outdated linux binaries in this package.
You may try build linux binaries yourself from the source code (see link at the first post).

cat

I tried the 3.4.0.3 build, but I can't get my project (which works fine in 3.3.3) to compile. Several modules seem to have problems, when I remove one, another one has issues.

Logger.asc(2): Error (line 2): Size of identifier does not match prototype

However, in line 2 there is only
Code: ags

// module interface
sLogger Logger;
export Logger;


Has there something changed in the scripting language that I have to adapt in the modules?

Gurok

#191
Okay, with the rest of the module, I've been able to replicate this. Looking into it :|

Edit: I have a pull request to fix this now.
[img]http://7d4iqnx.gif;rWRLUuw.gi

cat

Just saw your edit here, thanks Gurok for investigating and fixing the issue.

Neo_One

I have found a bug.
There is one error with the mouse botton click_left function, alwais give this error.

Snarky

Read the first post. ProcessClick() is now Room.ProcessClick() or GUI.ProcessClick().

monkey0506

The default template for this version wasn't updated to match the API changes. In the meantime, as Snarky said just rename it to Room.ProcessClick. You can also export a template as a replacement for the default template (for now). The templates will of course be updated before a final release is put up (bear in mind this is an alpha, mistakes may be made :P).

Neo_One

Ok thanks.
I'm happy, at last i'll can use ags for commercial games in hight res :). I wish this relase come out soon.

AGD2

In addition to my above post containing the log files, here are a few more log files pertaining to running my game under 3.4.0.3 on a new Asus netbook/laptop without an integrated video card. I encountered various issues.

1) What version of AGS are you using;  3.4.0.3
2) What is your game resolution (in General Settings); 640 x 400
3) What settings do you set in setup; See Below
4) What is your desktop resolution. 1366 x 768

First Log: Direct3d 9> Full-screen> Mode: (Desktop res) 1366x768> Filter: Nearest-neighbour> Scaling: Max Fit> Stretch to fit screen (window)> Keep aspect ratio.

Note: This is about the only mode where the settings work as expected on this laptop.

Spoiler

Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2015 others
ACI version 3.4.0.3

*** ENGINE STARTUP ***
Installing exception handler
Reading config file
Initializing allegro
Setting up window
Initializing game data
Game data file: c:/Users/Chris/repos/MAGES_~2/Compiled/Windows/MAGES_~1.EXE

Initializing TTF renderer
Initializing mouse
Checking memory
Initializing audio vox
Initializing keyboard
Install timer
Initialize sound drivers
Install exit handler
Initialize path finder library
Load game data
Game data version: 46
Requested engine version: 3.4.0.3
Game GUI version: 118
Mage's Initiation
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Device display resolution: 1366 x 768
Game native resolution: 640 x 400 (32 bit)
Game settings: windowed = no, screen def: explicit, screen size: 1366 x 768, match device ratio: yes, frame placement: center
Built library path: d3d9.dll
Using graphics factory: D3D9
Created graphics driver: Direct3D 9
Supported gfx modes (32-bit):
   320x200;320x240;400x300;512x384;640x400;640x480;800x600;1024x768;
   1280x600;1280x720;1280x768;1360x768;1366x768;
Supported gfx modes (24-bit): none
Requested gfx filter: StdScale, filter scaling: max uniform
Using gfx filter: StdScale
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 1366 x 768 (32-bit) fullscreen
Attempt to switch gfx mode to 1366 x 768 (32-bit) fullscreen; game frame: 640 x 400, frame placement: center
Succeeded. Using gfx mode 1366 x 768 (32-bit) fullscreen
   filter dest (363, 184, 1002, 583 : 640 x 400), render dest (363, 184, 1002, 583 : 640 x 400)
Preparing graphics mode screen
Initializing colour conversion
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Cannot open translation: default.tra
Prepare to start game
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
Loading room 450
Room change requested to room 210
Unloading room 450
Loading room 210
WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1
***** ENGINE HAS SHUTDOWN
[close]


Second Log: Direct3d 9> Full-screen> Mode: (Game res) 640x400> Filter: Nearest-neighbour> Scaling: 1/2> Stretch to fit screen (window)> Keep aspect ratio.

Note: This ran at full-screen, but the 1/2 Scaling was not active. Upon loading, the game seemed to fall back to using the standard Max-Fit option.

Spoiler

Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2015 others
ACI version 3.4.0.3

*** ENGINE STARTUP ***
Installing exception handler
Reading config file
Initializing allegro
Setting up window
Initializing game data
Game data file: c:/Users/Chris/repos/MAGES_~2/Compiled/Windows/MAGES_~1.EXE

Initializing TTF renderer
Initializing mouse
Checking memory
Initializing audio vox
Initializing keyboard
Install timer
Initialize sound drivers
Install exit handler
Initialize path finder library
Load game data
Game data version: 46
Requested engine version: 3.4.0.3
Game GUI version: 118
Mage's Initiation
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Device display resolution: 1366 x 768
Game native resolution: 640 x 400 (32 bit)
Game settings: windowed = no, screen def: explicit, screen size: 640 x 400, match device ratio: yes, frame placement: proportional
Built library path: d3d9.dll
Using graphics factory: D3D9
Created graphics driver: Direct3D 9
Supported gfx modes (32-bit):
   320x200;320x240;400x300;512x384;640x400;640x480;800x600;1024x768;
   1280x600;1280x720;1280x768;1360x768;1366x768;
Supported gfx modes (24-bit): none
Requested gfx filter: StdScale, filter scaling: -2 x -2
Using gfx filter: StdScale
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 640 x 400 (32-bit) fullscreen
Attempt to switch gfx mode to 1366 x 768 (32-bit) fullscreen; game frame: 320 x 200, frame placement: proportional
Succeeded. Using gfx mode 1366 x 768 (32-bit) fullscreen
   filter dest (69, 0, 1296, 767 : 1228 x 768), render dest (69, 0, 1296, 767 : 1228 x 768)
Preparing graphics mode screen
Initializing colour conversion
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Cannot open translation: default.tra
Prepare to start game
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
Loading room 450
Room change requested to room 210
Unloading room 450
Loading room 210
WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1
***** ENGINE HAS SHUTDOWN
[close]


Third Log: Direct3d 9> Windowed> Mode: 640x400> Filter: Nearest-neighbour> Scaling: Max Fit> Stretch to fit screen (window)> Keep aspect ratio.

Note: This ran in a standard 640x400 window. The window was not stretched or scaled larger to fill the max size of the screen, as intended.

Spoiler

Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2015 others
ACI version 3.4.0.3

*** ENGINE STARTUP ***
Installing exception handler
Reading config file
Initializing allegro
Setting up window
Initializing game data
Game data file: c:/Users/Chris/repos/MAGES_~2/Compiled/Windows/MAGES_~1.EXE

Initializing TTF renderer
Initializing mouse
Checking memory
Initializing audio vox
Initializing keyboard
Install timer
Initialize sound drivers
Install exit handler
Initialize path finder library
Load game data
Game data version: 46
Requested engine version: 3.4.0.3
Game GUI version: 118
Mage's Initiation
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Device display resolution: 1366 x 768
Game native resolution: 640 x 400 (32 bit)
Game settings: windowed = yes, screen def: scaling, screen size: 1366 x 768, match device ratio: yes, frame placement: proportional
Built library path: d3d9.dll
Using graphics factory: D3D9
Created graphics driver: Direct3D 9
Supported gfx modes (32-bit):
   320x200;320x240;400x300;512x384;640x400;640x480;800x600;1024x768;
   1280x600;1280x720;1280x768;1360x768;1366x768;
Supported gfx modes (24-bit): none
Requested gfx filter: StdScale, filter scaling: max uniform
Using gfx filter: StdScale
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 640 x 400 (32-bit) windowed
Attempt to switch gfx mode to 640 x 400 (32-bit) windowed; game frame: 640 x 400, frame placement: proportional
Succeeded. Using gfx mode 640 x 400 (32-bit) windowed
   filter dest (0, 0, 639, 399 : 640 x 400), render dest (0, 0, 639, 399 : 640 x 400)
Preparing graphics mode screen
Initializing colour conversion
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Cannot open translation: default.tra
Prepare to start game
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
Loading room 450
Room change requested to room 210
Unloading room 450
Loading room 210
WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1
***** ENGINE HAS SHUTDOWN
[close]

Additionally, the issue with the game leaving behind residual boxes/windows on the taskbar after using ALT+X to shut it down also occurs on this laptop, when using Windows 8.1.

Billbis

#198
I used this version to create our MAGS game this month, all went smoothly, thanks a lot contributors!

I only notice two issues:
- I was not able to modify my game executable icon, user.ico didn't worked. :( The setup.ico did work. When the setup.ico was rename user.ico, it still did not change the game executable icon so it does not seems to be a issue with my .ico files.
- When compiling a translation, then delete it (it was a proofreading, not a proper translation, I used "make this the default language"), while the translation was deleted in the project tree, the .tra files were not deleted from the compile folder and were embedded in the Windows and Linux folder.

nims

Hi,

I am wondering if it is possible to get nightly builds of this latest version? I am happily using it right now, but since there is still a lot of things going on with this version, I am happy to keep my editor up to date. I just use the download link on the first page, but it is v3.4.0, from January 2015.

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