Open GoogleCodeExporter opened 9 years ago
The launcher is here:
https://code.google.com/p/keeperfx/source/browse/#svn%2Ftrunk%2Flauncherwx
Let me know if you want to modify it or prefer to focus on KeeperFX itself; I
can do the changes.
Original comment by mefistotelis
on 6 Apr 2015 at 3:13
I still don't fully understand how config works, and the readme file seems to
missing information to build it, I think it is more effecient if you could do
it.
BTW, I am not sure it is good time to release 0.46, the game was not stable
until my last checkin, if 0.46 include recent change(later than upgrading SDL)
please make sure it includes everything.
Original comment by HeMeng86@gmail.com
on 6 Apr 2015 at 3:23
Ok, I will do the changes to launcher when necessary.
The new release uses old SDL.
Original comment by mefistotelis
on 6 Apr 2015 at 5:40
I finally get to understand how this works... but why do we separate
keeperfx.cfg and launch.sh(and their GUI)?
Original comment by HeMeng86@gmail.com
on 10 Apr 2015 at 3:46
Some options are command-line and some are in config files, this is kind of
standard.
In general options which are rarely changed after initial install are in config
files, and those which the player may change often are command line. But also
options with complex values are usually placed in config files, to avoid
troublesome lists in command line arguments. Options which are switches tend to
be used for command line more often.
Original comment by mefistotelis
on 11 Apr 2015 at 10:27
Suggestion for UI update:
I happens to use some tool doing similar thing to FX config for Diablo 2 and I
think it is using better English language than we do, what about we change the
text to be same as it:
1.altinput --> captured mouse
2.use current desktop resolution(not exist yet)--> keep desktop composition
3.(when 2 is on) GPU scaling --> bilinear filtering
Original comment by HeMeng86@gmail.com
on 7 May 2015 at 2:09
I still think keeping the current desktop resolution should be standard, it
functions well and has only advantages.
Original comment by Loobinex
on 7 May 2015 at 2:26
ad. 1
I can accept that, it doesn't make much difference to me.
ad. 2
I'm not planning any such option. I want desktop res to be one of selectable
resolutions, and the one which will be enabled by default.
ad. 3
GPU scaling can be configured to use many resample algorithms, so these names
aren't exactly exchangable.
Anyway, this is not the direction i want to follow. Post composition scaling is
not needed.
As I wrote in another issue, the purpose of graphics library in KeeperFX is to
use 1:1 blit to screen, not to provide any kind of processing.
The main change you're proposing is to replace all resolution boxes with a
single list of resolutions. I agree with that idea, and I think this should be
the focus here.
On my side, I made all the modifications necessary to display menus in
different aspect ratios (widescreen resolutions).
Now the only feature missing is to mare Alt+R consistent - if the whole game is
going to use the same resolution, then Alt-R should be supported in every game
screen - so also during menu and movie playback.
After this is done, changing config file is just a formality.
Original comment by mefistotelis
on 7 May 2015 at 3:15
Before other improvments are made to movie playing part, I think it is a good
idea to replace the smacker decode library to that libavformat or libavcodec
thing you mentioned.
Original comment by HeMeng86@gmail.com
on 7 May 2015 at 4:23
Getting rid of Smacker would be helpful, but I wouldn't say it's really
mandatory.
There might be issues with sound during that switching - currently KeeperFX
uses the Miles Sound System from original DK, and only music is played with
SDL. The SDL sound is not encapsulated with any bflib APIs like MSS is.
Anyway, it's up to you - if you'd like to work on the FMV library switch, go
for it.
Original comment by mefistotelis
on 7 May 2015 at 7:36
ad. 2: This is where HeMeng is talking about what is now the 'desktopres'
setting. So this is not about the resolution to play at, but about scaling the
graphics to the screen, instead of changing the resolution of the monitor.
Original comment by Loobinex
on 7 May 2015 at 11:08
Loobinex, I do understand it is possible to use scaling by SDL library.
I don't want such scaling in KeeperFX. This is what I mean by 1:1 - no scaling.
I can't understand why we're even talking about such possibility. It is just
wrong in so many ways.
But that would allow KeeperFX to support multisampling - quite an advanced
feature for such old game. [its a joke, don't take it seriously]
Original comment by mefistotelis
on 7 May 2015 at 11:38
[deleted comment]
hi mefistotelis, why you say:
"I don't want such scaling in KeeperFX. This is what I mean by 1:1 - no
scaling."
?
Don't you have done already a lot of changes relative to scaling in KeeperFX?
Like in r1277 for example:
https://code.google.com/p/keeperfx/source/detail?r=1277
Are you going to cancel those scaling changes?
THANKS
Original comment by a.ares.m...@gmail.com
on 9 May 2015 at 8:42
Please note that by "such scaling" I was relating to "scaling by SDL library".
KeeperFX doesn't need post-composition scaling, as it is able to do rendering
to any resolution, and after my recent changes it even scales menus.
Original comment by mefistotelis
on 9 May 2015 at 10:27
Original issue reported on code.google.com by
HeMeng86@gmail.com
on 6 Apr 2015 at 1:45Attachments: