Everybody! Help us test basic engine compability :)

OpenGL is the only one that crashes for me. Hooray! :smiley:

P.S.: Sorry for sorta wasting your time with the weird manifest issue @larsiusprime :V

Survey number 3!

I think Iā€™m getting very close this time.

If AUTO wasnā€™t working for anyone (as in, it wasnā€™t launching anything), the download link in the survey has been updated.

Windows XP users!

Iā€™ve 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 itā€™s playable. But the score doesnā€™t go up :frowning: ^ ^

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 thatā€™s not testing what I want it to test. (itā€™s 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 ā€œINFO: WARNINGā€ messages are still on the console and not in the log file. Only the ā€œPiratePix.hx:ā€ messages get into the log fileā€¦

Okay, so I think ANGLE just doesnā€™t 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 wonā€™t 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 couldnā€™t fall back to OpenGL, but I CAN fall back to software rendering, which will, hook or by crook, just work.

Didnā€™t work.

Now itā€™s 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. couldnā€™t you detect if Win XP is used before starting any of the graphics? Then you wouldnā€™t have to ā€œfall backā€ but simply use something different from the start.

Thatā€™s exactly what Iā€™m trying to do hereā€¦ one more test I guess.

@yinan Score not going up is an actual game bug, donā€™t worry about it. :stuck_out_tongue:

What happens if you run it like this: ā€œpiratepig --window-hardware=falseā€ ?

That forces software rendering. If that works, then itā€™s 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 wonā€™t work if Iā€™ve 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 weā€™ll crash. So it was only my debug info that caused the issue!

If youā€™re still on, try this one:
https://drive.google.com/file/d/0B82nNNq_hucHU3JDY1VOaFpyaDg/view?usp=sharing

Iā€™ve been getting good feedback on my latest build, so I went ahead and made a new form:

If results are positive, after Thanksgiving Iā€™ll roll these improvements into the DQ nightly builds.

I wasnā€™t 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 thatā€™s basically sorted.

Iā€™ll 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 weā€™ll see.