InsanityBringer / InjectD3

Descent 3 dll-injection patcher. Adds windowed support, new mouse code, and more.
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Configuration options problems / settings saving #4

Closed Sol1vaN closed 2 years ago

Sol1vaN commented 2 years ago

Hi again. Yea, I like to be a beta tester jaja!

Here I show three problems about the configuration window (or settings saving).

1.- Mouse prescalar opcion: It need to be always 1, this no acept decimal values less of 1 (0.9, 0.7, 0.5, etc) 2.- Command line parameters are not being saved 3.- Shuttering frametime/fps with NewFullscreen mode

Here's a video explaining that I say: https://www.youtube.com/watch?v=ESOC977cJVA

Minutes in video for more quick showing: 1:58 - 4:18 = Mouse prescalar opcion problem 7:50 = Command line parameters are not being saved 14:00 - 15:48 - 18:36 = Shuttering frametime/fps with NewFullscreen mode compared to Windowed mode

InsanityBringer commented 2 years ago
  1. Actually redacting my original idea, it may be a globalization issue. Though I did it with the FOV modifier, I forgot to apply the invariant culture (formatting numbers as 12.34) while saving the mouse prescalar, and I believe you're in a region where it will be formatted as 12,34 instead. C# generally will try to do things like format numbers with your local culture, but the old Descent 3 assumes only English formatting, so I made sure that the configuration program will store numbers with English formatting in commit ef9be6e and commit 8204952
  2. This was intentional (hence "for this launch only"), but tbh it is a bit eh. I'll see if I can recycle the registry keys the original game used for saving the command line to allow it to restore the commandline.
  3. I honestly have no idea what to say. NewFullscreen is for the most part Windowed but borderless and forced to fit the current monitor's resolution. The one exception is that in order to scale low-resolution screens like the menu, I have the game draw everything to an offscreen framebuffer that's quickly drawn to the main framebuffer every time the game calls for swapped buffers. I can look into improving that interaction some.