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Re: Lyon

Posted: Sat Apr 21, 2012 6:09 am
by bitbot
This version will look better at 16x16.

Re: Lyon

Posted: Sun Apr 22, 2012 10:19 am
by Smilymzx
Something in the rendering needs a little adjustment because of the streching effects enabled by default

Otherwise it is fine.

Re: Lyon

Posted: Sun Apr 22, 2012 6:17 pm
by Saxxon
Smilymzx wrote:Something in the rendering needs a little adjustment because of the streching effects enabled by default

Otherwise it is fine.
If it's the strange pixelation with DirectDraw rendering then that's just the way DirectDraw works. I am working on true hardware accelerated interpolated rendering. You can turn off DirectDraw and save settings in the meantime to get software interpolation.

Re: Lyon

Posted: Sun Apr 22, 2012 6:34 pm
by bitbot
Saxxon wrote:
Smilymzx wrote:Something in the rendering needs a little adjustment because of the streching effects enabled by default

Otherwise it is fine.
If it's the strange pixelation with DirectDraw rendering then that's just the way DirectDraw works. I am working on true hardware accelerated interpolated rendering. You can turn off DirectDraw and save settings in the meantime to get software interpolation.
The stretching looks fine.
Now that the inner window auto maximizes, shouldn't the main window default to 1x zoom? This should take car of those black bars...

Re: Lyon

Posted: Mon Apr 23, 2012 6:37 pm
by Saxxon
The black bars are necessary because not everyone has the same aspect ratio. For example, my home monitor is a 5:4,
my laptop is a 16:10, and my work computer is a 4:3. The bars are in different places maximized on each of these setups.

Edit: Come to think of it, I could always add the option of turning off proportions.

Re: Lyon

Posted: Mon Apr 23, 2012 9:27 pm
by bitbot
Saxxon wrote: Edit: Come to think of it, I could always add the option of turning off proportions.
This would be cool as an option.
Saxxon wrote:The black bars are necessary because not everyone has the same aspect ratio. For example, my home monitor is a 5:4,
my laptop is a 16:10, and my work computer is a 4:3. The bars are in different places maximized on each of these setups.
Black bars are fine when you maximize, but by default the main window should be at ZZT's resolution.
bitbot wrote:the program window could default to ZZT's aspect (640x350/640x400)

Re: Lyon

Posted: Tue May 01, 2012 2:12 am
by Saxxon
I've been lazy.

Updates to come sometime this week.

Re: Lyon

Posted: Wed May 02, 2012 4:41 am
by bitbot
#put pusher caused a crash.

Code: Select all

runtime error 202 

System.StackOverflowException
   at Lyon.Roton.Environment.Push(Int32 X, Int32 Y, Vector V)
   at Lyon.Roton.Environment.ActPusher(Int32 Index)
   at Lyon.Roton.Environment.Act(Int32 Index)
   at Lyon.Roton.Environment.ExecuteMain()
   at Lyon.Roton.Environment.ExecuteInit()
   at Lyon.Roton.Environment.Execute()

Re: Lyon

Posted: Wed May 02, 2012 6:19 am
by Saxxon
That is a forced crash due to a (0,0) vector in Push. I'll take a look and see what's causing it.

Edit: The forced crash was unconditionally crashing on a (0,0) vector. However, it should only crash with a (0,0) vector when the tile itself is pushable. I've fixed this.

Re: Lyon

Posted: Thu May 03, 2012 4:19 pm
by bitbot
You eat bugs for breakfast. :)

Re: Lyon

Posted: Thu May 03, 2012 9:07 pm
by Saxxon
bitbot wrote:You eat bugs for breakfast. :)
:D

The bugs you guys are giving me are easy. Most of them stem from a slight misinterpretation of the original assembly code.

The features above and beyond ZZT are the hard part ;)

Re: Lyon

Posted: Sun May 06, 2012 5:52 am
by Saxxon
Graphics interpolation is done on a driver-to-driver basis. Some graphics drivers will interpolate it automatically, some drivers will not. This actually leads me to believe the only way to get this fully implemented is to implement some Direct3D stuff. Probably not going to happen anytime soon (since software interpolation blitted through DirectDraw is just as slow at least using GDI builtin stuff).

Experimenting with a few more things. I may have the next build ready tomorrow.

Re: Lyon

Posted: Mon May 07, 2012 9:08 pm
by Saxxon
The update did not happen as planned :) Sorry guys. Got a little behind in real life.

I can't seem to get a decent hardware-based interpolation with DirectDraw, so I'm going to limit the use of interpolation to software rendering only. I was also working on an aspect-fixed fullscreen mode, but so far I've run into issues with the primary surface and screen updates in the background (for example if a background app redraws its window, etc)

All the changes are in Lyon, except for the bugfix for pushers- that's the only fix in Roton this time around. Playability has not changed much (not that there's much else to fix there)

Re: Lyon

Posted: Tue May 08, 2012 12:45 am
by bitbot
That's alright, It'll be worth the wait.

Found a couple minor bugs: When a room has a time limit, you get hit automatically upon entering. (Happens when entering from another room.)
There seems to be a problem with "Re-enter when Zapped" the Re-enter X,Y coordinate is off by +1,+1 (See example)
TIMETEST.ZIP
(487 Bytes) Downloaded 204 times
Also, please include the final draft of the Lyon icon I posted above. :)

Re: Lyon

Posted: Tue May 08, 2012 2:06 am
by Saxxon
Downloaded the icon. I will investigate the Enterx/Entery and time limit bugs. They probably stem from the direct translation of code- ZZT internally uses base 1 coordinates (on CERTAIN things), while Roton internally uses base 0. The conversion is made during load/save.

Edit: Ha, the restart-on-zap bug was as a result of a hack I put in earlier. No longer needed now that the rest of the involved code works just like ZZT. I have replaced it with the proper ZZT equivalent.

Edit 2: I fixed the time bug as well. As a side effect of the code change, the timer will be closer to actual seconds (it was too slow before).

Edit 3: Rewrote sound effects code so that it would be easier to modify sound effects, should there ever be a need to. This will also make it easy to disable certain sounds (water for example). I will do the same with alerts. No change to the UI for this, maybe in the future perhaps..

Edit 4: Added "disable alerts" and "disable annoying sounds". Right now, that second one disables the sound effect and message for water/lava. Alerts are one-time messages such as "can't shoot in this place" and the "fake wall - a secret passage", etc.. there is no way to reenable them except to reload the world as it just zeroes out the sound effect and message.