[ARCHIVE] Road to Live Release

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Just pushed a build which greatly increases the graphics performance in lots, thanks to the introduction of a cache. Check it out on some of your bigger lots!

Talking about latest commits, the new Ifffile changes will affect only Patch Iff files, or will change the composition of the game base files?? For example strings..
 
Scroll buffers are sort of working on my local copy. Here's an example of how it works, the gray area is the rendered buffer, and the red area is the screen space.
scroll.gif

You can see that in the red (screen) area, it looks like the crosshatch is smoothly scrolling at 60fps - but this is actually a LIE!! The contents of the scrolling buffer are only re-rendered when the edge is hit.

There are some depth issues though. Right now I have to apply a weird (1.25, 1) multiplier to the tile position offset (???) and it doesn't work for the back rotations.
 
Does your graphics card support multisampling? That would be hilarious if it didn't.
 
Just pushed an update to reduce from 8x to 4x. I don't know of any graphics card that does not support 4x.
 
I hope fullscreen mode will be finally fixed, since when choosing the maximized option in a shortcut to FreeSO.exe, results in a bigger resolution, but without the UI adjusting to the new resolution, thus staying at the same place as normal.
 
Can you rephrase that? You should not be able to use the maximise button at all.
 
OK, I just looked it up and Intel HD Graphics gen1 does not support multisampling at all. What. How does this even count as a graphics adapter?

Monogame should be detecting when you cannot multisample to a certain level and falling back when it can't, but I don't think they ever anticipated no multisampling support at all. I'll add an option to config to disable this, but it will likely be normally hidden. Your game isn't crashing, right?
 
My game runs normally, however it disturbs me this.. (good, even if it does not find a solution It was good to play the game :p :( )
 
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