Our other option is to have detailed build instructions for lots of different platforms, and WadjetEye can just provide the game data files. BYOE style.
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Show posts MenuQuote from: BigMc on Fri 22/02/2013 18:09:48
These things are more relevant for an AGS release. Or do you think about doing a beta AGS release?
Quote from: s_d on Tue 19/02/2013 06:47:39
1) ALSA not set up properly in acsetup.cfg
Quote from: s_d on Tue 19/02/2013 01:41:31
Produced on the console, even from a stripped release build.
Quote from: s_d on Sat 16/02/2013 08:21:55
AGS: Widescreen side borders: game resolution: 320 x 240; desktop resolution: 1680 x 1050
AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 384 x 240 anyway
AGS: Attempt to switch gfx mode to 384 x 240 (32-bit)
Quote from: BigMc on Mon 18/02/2013 23:20:13
If someone with more patience than me wants to give the resolution issue a go: There is also another way to deal with it, namely to make the OpenGL backend JJS wrote for the mobile platforms ready for Linux. In that case AGS draws in whatever resolution it wants to a virtual screen which is stretched to the screen by OpenGL. I'm sure this will also increase speed.
Quote from: BigMc on Mon 18/02/2013 22:58:17
All I did was making sure an appropriate filter is selected. I didn't change the code that sets the video mode and that code still selects a resolution in questionable ways.
Quote from: BigMc on Mon 18/02/2013 21:59:16
Autoscale is fine, but changing to unsupported resoltions and crashing is still there. It depends on the combination of screen resolution and filter used.
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