'Wide screen support' mode is not working correctly

  • #10, by afrlmeFriday, 09. November 2012, 22:58 13 years ago
    from my log file!

    
    22:36:48: Engine Version: 3.7.1 (Build 1149 from Build date: Aug 21 2012)
    22:36:48: Time needed for preloading game: 3 msec
    22:36:49: Initializing graphics interface. Surface size: 1280x800, render size: 1920x1080
    22:36:49: Using Framebuffer with texture.
    22:36:49: Error: OpenGL init: invalid Framebuffer.
    22:36:49: red, green, blue, alpha, depth size: <8, 8, 8, 8, 24>, doublebuffer <-1>, acclerated <-1>
    22:36:49: Serialization finished. Needed time: 210 ms
    22:36:49: SetupParents finished. Needed time: 0 ms
    22:36:49: SortLinks finished. Needed time: 0 ms
    

    note the openGL buffer error - that's due to us not having enough bloody video memory to run the game correctly.

    daedalic have an option to use some kind of different texture method which is supposed to be better for older machines but I reckon our shitty acer laptops just aren't built for gaming really.

    now note my resolution & the render size smile

    because we are scaling down to 1280x800 from 1920x1080 the image looks smaller & finer with black borders along the top & bottom.

    whereas if I was scaling up from a smaller resolution, I'd end up with the borders being on the left and right making the game more squared as opposed to widescreen.

    you can make a game launcher with nigecs config.ini editor script which will allow users to select/set various options before launching the game!

    like I said; hopefully in the next version of V.S with the pre-compressed texture option we'll have less issues with the texture compression, graphic, resolution issues mentioned in this thread!

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  • #11, by OlegSunday, 11. November 2012, 13:34 13 years ago
    I don't get this error in the log:

    
    16:19:42: Engine Version: 3.7.1 (Build 1149 from Build date: Aug 21 2012)
    16:19:42: Time needed for preloading game: 10 msec
    16:19:43: Initializing graphics interface. Surface size: 1280x1024, render size: 1024x768
    16:19:43: Using Framebuffer with texture.
    16:19:43: red, green, blue, alpha, depth size: <8, 8, 8, 8, 16>, doublebuffer <-1>, acclerated <-1>
    16:19:43: Serialization finished. Needed time: 412 ms
    16:19:43: SetupParents finished. Needed time: 0 ms
    16:19:43: SortLinks finished. Needed time: 0 ms
    16:19:43: Time needed for loading game: 1480 msec
    

    And still I get this bug.

    I totally disagree on 'shittiness' of my laptop. It may not be good enough for decent 3D games, but for point-and-click adventures with pre-rendered graphics it's perfect. I played a lot of adventure games on it with no problem. But hey, those games never offered such thing as a 'wide screen mode' - they just swiched to the resolution they needed and left the scaling job to the video card and monitor. So I'll consider this 'wide screen mode' an experimental feature for now, since it doesn't always work as intended.

    Thanks for the tip on the game launcher - but what is that 'nigecs config.ini editor script' and where to get it?

    Speaking of wide screen mode, it would be nice to have a real wide screen support - I mean, if the game could re-layout on-screen elements depending on the current screen resolution, taking advantage of the whole screen width.

    Newbie

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  • #12, by afrlmeSunday, 11. November 2012, 14:24 13 years ago
    maybe you aren't getting the error listed in my log due to however you have your 3D card configured. as far as I can tell your laptop has a slightly lower spec than mine is all.

    by gaming I was referring to games that need 3D support- modern warfare & so on!

    I've managed to get need for speed underground 2, max payne 1+2 & counter-strike source to work on mine no problem but a lot of 3D games I have to turn a lot of settings off & use medium/low graphic settings and smaller resolution - walking dead for instance.

    Broken Sword 4 I did manage to get running after a load of pissing about & then using a special launcher to add support for various things - then again, loads of people had issues with that game including mouse cursor moving slow & or pausing every so often!

    2D games are no problem - I've played most of pendulo ones without any issues at all smile

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    scaling looks fine on my laptop so I'm not sure what you are babbling on about ... various engines use different methods hence why some games have more/less options they can change.

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    you can define custom resolutions inside of the V.S explorer ... https://www.visionaire-studio.net/forum/thread/-geloest-wide...

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    ahh you're scaling up ... what happens if you scale down from a higher res?

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    nigec's config.ini editor script is here, but you have to compile it yourself via the program mentioned inside the thread (it's free - opensource) https://www.visionaire-studio.net/forum/thread/config-ini-ed...

    -----

    maybe you could post some screenshots of your various issues as we aren't getting anywhere much with this back & forth messaging! wink

    safe smile

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  • #13, by OlegSunday, 11. November 2012, 15:40 13 years ago
    The thing is, there are no various issues. I've got exactly one issue. I think I made it perfectly clear on how it looks and when it occurs. The symptoms are described in my first message. It depends neither on desktop and game resolutions, nor on complexity of the game. You confirmed that you also experience this issue.

    It's not critical to me, after all. On my laptop the game looks fine with 'resolution=game'. And that would be the safest option to use as default.

    Thank you for the links, I'll take a look.

    Now I'd like to close this conversation, unless Visionaire developers get an idea on how to fix it.

    Newbie

    1 Posts

  • #14, by afrlmeSunday, 11. November 2012, 16:12 13 years ago
    haha then why have we been rambling on?

    oh dear razz

    hopefully it'll be resolved in the next release of v.s with the pre-compression thing they are working on.

    thread closed smile

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