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Messages - dezGusty

Pages: 1 ... 15 16 [17]
241
Hi guys,

I found another small issue:
The "plugins.cfg" file in the .sumwars folder (E.g. c:\Users\ME\.sumwars\) is written every time the application starts. Tested on Windows7 SP1 64bit; Windows XP SP3, 32bit. This basically means that it's not possible to remove one of the plugins (E.g. I want to remove the Direct3D dependency to try only OpenGL... I don't have DirectX up to date on all machines).

And I think that's mainly because of these lines from [sumwars\src\gui\application.cpp]: ~line 118.

Code: [Select]
if(!PHYSFS_exists("plugins.cfg"))
{
                       // some lines ommitted here
PHYSFS_file* pluginsFile = PHYSFS_openWrite(".sumwars/plugins.cfg");
                       // some lines ommitted here
}

So, the first time, the file "plugins.cfg" is used; the second time the [.sumwars]/plugins.cfg" file is used.

And a stranger problem seems to be the fact that the check is reached. Normally, it should not pass the check at line 106:

Code: [Select]
105: #elif _WIN32
106: if (!PHYSFS_exists(".sumwars"))
107: {

Maybe the function doesn't work properly with directories... maybe it has issues only on Windows... it needs checking in my oppinion...

Important note: I did not compile or build the game, I just downloaded the pre-release and repository separately, so I hope that they are not too out of sync.

242
Bug Reports / Re: Graphical Alt-tab bug
« on: October 17, 2011, 09:20:03 AM »
I also encountered this issue on 2 systems: the map becomes clean with only the character icon [X] remaining on it.

System 1:
ATI Radeon HD 5750 + Catalyst 11.9 (on Windows 7-SP1- 64b - Ultimate)
System 2:
ATI Mobility Radeon HD5730 + Catalyst 11.7 (on Windows 7-SP1- 64b - Home Premium)

The issue only occurred for me in Direct3D mode with fullscreen. In windowed mode, it was not reproducible.

Traveling from one map to another seems to trigger a reload of the map and fixes the issue... until the next alt-tab :).

243
Bug Reports / OpenGL mode issues for SumWars 0.5.5 (pre)
« on: October 17, 2011, 09:05:46 AM »
Hi guys,

I have the following situation: using the OpenGL mode for the menu scene. The result: the scene is not being rendered correctly (there is no lighting; the UI is not displayed at all; the loading bar is also not displayed during the loading phase)

OS: Windows 7 64 bit Home
Graphics: ATI Mobility Radeon 5730; Catalyst 11.7

I think this is an old issue with using OpenGL for Ogre + CEGUI. Maybe it's only on ATI cards. I will try to test it soon on an nVidia card as well. I encountered it while messing around with some CEGUI samples as well. Switching to Direct3D allows you to play the game, but once you set OpenGL, you need to either edit or delete the [ogre.cfg] file for the user.
So the problem is that for less experienced users (less experienced with OGRE), changing the render plugin after choosing it the first time will be a complete mystery.

I'll attach a screenshot as soon as the upload on the forum will work.

244
Bug Reports / [solved] Minor issues with the interface (non-intuitive)
« on: October 17, 2011, 06:53:38 AM »
Hi guys,

this is my first post on this forum.
Congratulations on putting together a fun game. As a developer myself, I have been thinking for a while to offer my services as well to improve this game, but so far I always seem to lack the time or the mood to get something done. At least I can help (I hope) with some suggestions.

With that out of the way, here's the list of things that make it more difficult for the novice players to get into the game.
Version: 0.5.5 (pre-release)
- minor: Single Player button in the main menu doesn't take the user to the create character area. Nor is there a message for that. (Ok, there is one error message in the console, but that's not intuitive).
- minor: There is no sound when switching an equipped item (E.g: cap - head armor; equip it with a right click). And the tooltip does not update after the right click, so it leaves the impression that you did not perform the switch when you have 2 items that look the same. (I tried to attach an image as an example, but the upload doesn't seem to be working at the moment)
- minor: the character screen, the inventory screen, (the new screens in short) have the close "X" in them, but it's not used. I tried to click it to close the window. I know that all the windows that have buttons like P, Q, C, I, T are designed to be closed like that, but you may want to also add a close button on the window. Diablo had this for the windows, and some people used them.

I hope this doesn't look like nitpicking.  :)

EDIT: all issues are now solved.

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