OpenGL is the only one that crashes for me. Hooray!
P.S.: Sorry for sorta wasting your time with the weird manifest issue @larsiusprime :V
OpenGL is the only one that crashes for me. Hooray!
P.S.: Sorry for sorta wasting your time with the weird manifest issue @larsiusprime :V
Survey number 3!
I think Iām getting very close this time.
If AUTO wasnāt working for anyone (as in, it wasnāt launching anything), the download link in the survey has been updated.
Windows XP users!
Iāve got a quick test today. Can you test this and tell me if it runs?
https://drive.google.com/file/d/0B82nNNq_hucHSzRZVzlfd2REeWc/view?usp=sharing
Windows XP user at your service!
Indeed it does run. And itās playable. But the score doesnāt go up ^ ^
Here is the Output:
Next
Window Hardware Set to = true
Renderer in use is actually = OPENGL
PiratePig.hx:51: GL VERSION = 4.4.0 NVIDIA 344.11
Hope that helps!
Hmm, looks like thatās not testing what I want it to test. (itās still using GL, not ANGLE)
How about this one?
https://drive.google.com/file/d/0B82nNNq_hucHa0ZycHlDdmh5U0k/view?usp=sharing
Window opened with some stuttering sound. Then it closed again and reopened again, without stuttering music.
Unfortunately, I only see white, so no graphics whatsoever.
Here is the output:
INFO: WARNING: Ingoring SDL_GL_SetSwapInterval call due to ANGLE bug
INFO: WARNING: Ignoring SDL_GL_SetSwapInterval call due to ANGLE bug
PiratePig.hx:35: Release
PiratePig.hx:41: Next
PiratePig.hx:45: Window Hardware Set to = true
PiratePig.hx:46: Renderer in use is actually = OPENGL
PiratePig.hx:52: GL VERSION = OpenGL ES 2.0 (ANGLE 2.1.0.faaa84ac1e86)
I think that the double first line is probably because of the reopening window. So the first window caused the first INFO: WARNING, then closed, than openened and the second INFO: WARNING came with the rest of the output.
FYI the funny thing is, that when I pipe the output to a log file, the āINFO: WARNINGā messages are still on the console and not in the log file. Only the āPiratePix.hx:ā messages get into the log fileā¦
Okay, so I think ANGLE just doesnāt work on XP, though it solves our GL compatibility issues on all other versions of windows.
So now I have to find out how to get it to just fall back to OpenGL for XP, which wonāt work on EVERY Xp machine, but better than a white screen.
https://drive.google.com/file/d/0B82nNNq_hucHNWwtZzFiS3NmdDg/view?usp=sharing
Okay, here we go. I couldnāt fall back to OpenGL, but I CAN fall back to software rendering, which will, hook or by crook, just work.
Didnāt work.
Now itās black instead of white.
Here is the output:
INFO: WARNING: Ingoring SDL_GL_SetSwapInterval call due to ANGLE bug
INFO: WARNING: Ignoring SDL_GL_SetSwapInterval call due to ANGLE bug
os Version = 5.1
PiratePig.hx:35: Release
PiratePig.hx:41: Next
PiratePig.hx:45: Window Hardware Set to = true
PiratePig.hx:46: Renderer in use is actually = CAIRO
PiratePig.hx:52: GL VERSION = OpenGL ES 2.0 (ANGLE 2.1.0.faaa84ac1e86)
Also again the double start bug as described before.
Btw. couldnāt you detect if Win XP is used before starting any of the graphics? Then you wouldnāt have to āfall backā but simply use something different from the start.
Thatās exactly what Iām trying to do hereā¦ one more test I guess.
What happens if you run it like this: āpiratepig --window-hardware=falseā ?
That forces software rendering. If that works, then itās just a matter of enabling it early enough on XP detection.
That actually works. Even the score goes up by playing!
But still after like 7 seconds it started itself again for some reasonā¦
Here is the output:
os Version = 5.1
PiratePig.hx:35: Release
PiratePig.hx:41: Next
PiratePig.hx:45: Window Hardware Set to = false
PiratePig.hx:46: Renderer in use is actually = CAIRO
Silly me!
Turns out the bug was simply that I was trying to do this in the application:
if (Lib.application.config.windows[0].hardware)
{
trace("GL VERSION = " + GL.getParameter(GL.VERSION));
}
Which wonāt work if Iāve forced software because of the OS (instead of the command line), but if software is still enabled anyway, that means GL is not loaded, which means weāll crash. So it was only my debug info that caused the issue!
If youāre still on, try this one:
https://drive.google.com/file/d/0B82nNNq_hucHU3JDY1VOaFpyaDg/view?usp=sharing
Iāve been getting good feedback on my latest build, so I went ahead and made a new form:
If results are positive, after Thanksgiving Iāll roll these improvements into the DQ nightly builds.
I wasnāt on anymore (was already around 2 am at my time zoneā¦ gotta sleep some time ^^ ), but I tried it out now.
Again I got the double start bug (i.e. game starting, after 4-5 seconds game closing and immediately starting again).
But overall, it worked. I could play it and even got score ^^
Here is the output:
NativeWindow.create()
PiratePig.hx:35: Release
PiratePig.hx:41: Next
PiratePig.hx:45: Window Hardware Set to = true
PiratePig.hx:46: Renderer in use is actually = CAIRO
Great to hear. Dunno what causes the restart, but hopefully thatās basically sorted.
Iāll be pushing these results to the next build of DQHD. DQHD is waaaay more complicated than PiratePig, so I have no idea if things are going to explode in XP mode or not, I guess weāll see.