liinor said:zephyr2 said:Not sure if you are aware of this, but the program still reads mouse input when it is not the active window and responds to it.
I noticed same on two days ago but I didn't make alert of that yet because it wasn't combined to Project Doll House yet.
zephyr2 said:liinor said:zephyr2 said:Not sure if you are aware of this, but the program still reads mouse input when it is not the active window and responds to it.
I noticed same on two days ago but I didn't make alert of that yet because it wasn't combined to Project Doll House yet.
Right, I just figured I'd mention it in case it was in any way related to the crashing while minimized. It most likely isn't but maybe it's worth it to change it.
Re: Kon Tiki, bugfix(es)
Posted by liinor » Tue Jan 14, 2014 1:19 pm
Bug reports
- If you minimize and then enlarge project doll house screen it will crash.
- There is also that text bug in login screen which makes game crash (if you're going under text string limit, under 0).
- If you click TSO credits button music stops.
- If you login once with wrong password it will freeze game (because wont let you login with real pass).
It's definitely not related to the crash. That happens whenever GFX loaded resources are called for after gfx device reset (minimize)... I'll need to find out some way to store the textures as something reloadable W/O file access, but I'm not sure how since XNA formats are still a mystery.zephyr2 said:liinor said:zephyr2 said:Not sure if you are aware of this, but the program still reads mouse input when it is not the active window and responds to it.
I noticed same on two days ago but I didn't make alert of that yet because it wasn't combined to Project Doll House yet.
Right, I just figured I'd mention it in case it was in any way related to the crashing while minimized. It most likely isn't but maybe it's worth it to change it.
RE the non focused mouse stuff, this is just default XNA behaviour that we never got around to working around heh.
Yes, the position of the sun is dynamic and in sync with the lighting cycle. The problem isn't the size of the shadow map, it's POSITION1 failing to interpolate on the intel card, thus it thinks the whole triangle is at the same depth.xezno said:Problem: I have Intel. Not good. Why not make the shadow map bigger or smaller to see if it adjusts, that might do it. Nice work though. Is it dynamic as of position of the sun or not?
I can't use anything XNA by the looks of things O.ORHY3756547 said:http://www.youtube.com/watch?v=cyVKs5MC17I
Here's a video of it in action, if you for some reason can't use the version with shadows. Youtube seems to have completely butchered the framerate and colours, but other than that it demonstrates all functionality across multiple cities.
Heh, I wouldn't put this around the same level as anything John Carmack has achieved, but I'll take the complement. :lol:Afr0 said:I just awarded you with a special badge
RHY3756547 said:As for the crash on my PC I mentioned, I accidentally included city_07 instead of city_13. It worked perfectly when I copied the right folder, so hopefully there shouldn't be any compatibility issues with other PCs. (AMD? I don't have any AMD cards to test with)