Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - simoroth

#1
VVVVVV Tech Support / Re: Beta patch 2.1 Final
May 17, 2012, 02:10:06 PM
I think Terry has pretty much retired the project now. I can understand VVVVVV has dominated so much of his time.

I might drop him and email and do a few critical bug fixes for you guys this weekend and get that pushed out to Steam and HIB.
#2
VVVVVV Tech Support / Re: Version 2: Report bugs here
November 20, 2011, 08:07:40 PM
Also that miscoloured tile bug is very weird.

Thanks again for the eagle eyed hunting. :)
#3
VVVVVV Tech Support / Re: Version 2: Report bugs here
November 20, 2011, 06:32:52 PM
Quote from: starttimartti on November 20, 2011, 08:20:44 AM
Moved this message from Beta 2.1.2 Pre-release testing thread to here and added the last bug on the list.

Few bugs found so far. Haven't tried anything else except changing the graphics options and playing 5 seconds of flip and normal mode.
-Mouse cursor is still there.
-Alt+entering to windowed and back to fullscreen still always uses the AUTO setting in fullscreen, even if I had used 640x480 before alt+entering.
-Bringing up the map or the esc quit screen while playing in flip mode scrolls the map onto the screen a bit wrong. Only the right side of the map is visible on the left side of the screen while it scrolls, but when the scrolling ends it centers itself like it should, filling the whole screen. Seems to do this too only when fullscreen resolution is AUTO (1920x1080).
-After alt+tabbing from fullscreen vvvvvv to desktop and back, whenever I press enter in game it (alt+enters) changes from fullscreen to windowed.
-In the graphic options when enabling/disabling opengl (by pressing space) the arrow keys wont do anything until I press space a second time after the mode has changed.
-First and last columns of pixels sometimes freeze when it does the flashing&shaking (like using a teleporter or changing to and from flip mode in the menus). It does this to me only when my resolution was set to AUTO and not when using the 640, 800 or 1024 resolutions. Picture related. http://imageshack.us/photo/my-images/205/77759784.png
-Sprites change color when near the screen borders in flip mode. Picture related. http://imageshack.us/photo/my-images/43/77646092.png

My specs: W7 64bit pro, 1920x1080 screen, nvidia gtx260 with 275.33 drivers, Intel Q6600.

Great thanks. The mouse thing is a constant irritation for me, it never works right. :p

The columns of colour either side of the autoscreen should clear, I'll put in some extra code just in case. The other problems should be fixed in the next release.

I'll try and see what's causing that flipmode thing.
#4
VVVVVV Tech Support / Re: Version 2: Report bugs here
November 19, 2011, 07:37:49 PM
Quote from: PJBottomz on November 14, 2011, 09:05:16 PM
Quote from: Tranquilite on November 02, 2011, 08:33:24 AM
It looks like 2.0 runs significantly slower than 1.2. for example, if you enter a time trial, and compare the game's timer with a stopwatch application, you should get something like this:



Turns out the time difference is about 6 seconds every 5 minutes. While I am unsure why exactly the game runs slower, I suspect it may have something to do with the framerate. When I was doing some sample video recording of version 2.0, I noticed that I would get a duplicate video frame once every 50 frames when recording at 30 fps (VVVVVV 1.2 has no duplicate frames at 30fps). I thought that perhaps the game was running at NTSC 29.97 fps but this only resulted in one duplicate frame every 54 frames. Then I noticed that under "nearest ms" heading of virtualdub (the capture program I use) there was an option of 29.41 fps, which incidentally enough seemed to be the exact framerate 2.0 was running at as my captures no longer had duplicate frames.

My hypothesis is that VVVVVV 2.0 runs the timer as if it were running at 30fps when in actuality it is running at 29.41 fps, thus causing a discrepancy in the timer. This correlates with observed data, as 29.41fps/30.00fps = .9801 and 306s(5min, 6s)/300s = .980.

So in fact version 2.0 is actually running at 98% the speed as version 1.2. while that doesn't seem much, the error really adds up over the course of a single play through.

Um... why do you still have 2.0? Terry released the 2.1 patch long ago.

Wow thats very strange.

I've found the issue. Its a minuscule rounding error due to the locked framerate on flash vs C++.

We never spotted it because Terry and our testers can finish most areas in about 30 seconds. :p

I'll fix that now. :D

Edit: Ok in game timers are now based on ticks and super duper accurate. Update goes live tonight.
#5
Lewie Proctors (savygamer) mum has created another games art inspired masterpiece for charity. :)

http://canvasandpaints.blogspot.com/2011/11/vvvvvv-is-finished.html



#6
VVVVVV Tech Support / Re: Beta patch 2.1 Final
November 17, 2011, 04:21:05 PM
Seems somewhere things got cached and it was serving the old file. A new file with a new name is up that should hopefully fix that.

Just putting up a new linux build again in a bit.
#7
Looks like a lot of people are getting the cached copy. I'll put a file up with a new name after lunch. Not sure whether its my server or a specific ISP thats doing it.

Edit: New link for the windows version up with a few new bug fixes too. :)

A new linux link will be in a bit, still have the odd person having screen scaling issues.
#8
Quote from: 999999 on November 16, 2011, 04:01:29 PM
Quote from: simoroth on November 16, 2011, 02:00:17 AM
:o
um we got a bit derailed here. But if anyone is still having problems a new windows binary is now up. (also its worth getting for a framerate boost)
I will comment here. Only the windows patch has been updated? There is a coming update for the linux build this week, Terry?

Brand new Linux build is going up in a little bit, just getting it confirmed with my own testers before putting it out for Beta.
#9
VVVVVV Tech Support / Re: Beta patch 2.1 Final
November 16, 2011, 02:00:17 AM
 :o

um we got a bit derailed here. But if anyone is still having problems a new windows binary is now up. (also its worth getting for a framerate boost)
#10
Quote from: bapae on November 07, 2011, 06:36:51 PM
It would be cool if higher resolutions were available like me i run my computer on 1440x900 but all i can use is 1024x768. I ahve the same problem as well with the auto thing patch didn't even do anything.

The automode has been updated in the beta latest patch. Should now always run at your desktop resolution! (just uploading it to the beta patch thread now)
#11
VVVVVV Tech Support / Re: MAC App Store update
November 16, 2011, 12:18:35 AM
Quote from: cams on November 04, 2011, 01:43:16 AM
Quote from: Terry on November 03, 2011, 09:06:02 PM
as version 2.0 was rejected from the store.
Rejected? Why?

We allowed the user to save their maps to their documents folder. Although this is desirable for the user, because we didn't explicitly make a file dialogue come up Apple rejected it due to their wish to sandbox all applications.
#12
VVVVVV / Re: Arm v7 Cross-Compile Request
November 13, 2011, 10:57:59 PM
This is certainly do-able. Although we are currently up to our necks in bug fixing, Opengl support and Terry is sorting out the 3ds release.

The main issue is if I just put out a binary it would be dog slow as a lot of the C port is still structured like the original AS3 code. I am untangling it as I go, but it still eats a lot of CPU, even some low end netbooks struggle with it at the moment.
#13
VVVVVV Tech Support / Re: Beta patch 2.1 Final
October 07, 2011, 02:07:40 PM
Quote from: starttimartti on October 05, 2011, 09:42:46 PM
Quote from: Martze on October 05, 2011, 06:56:48 PM
One of the above posters complained that there was no option for blurring, but I can't imagine why anyone would want such a feature. VVVVVV's graphics are meant to be pixelated. Turn on analog mode if you want the game to look terrible.

I used the word 'blur' instead of 'linear/cubic/sinc/whatever interpolation'.

There are reasons/situations/people why you should use 'blur' instead of just scaling with 'pixelated' (nearest neighbour), since scaling with nearest neighbour to other than 200% or 300% or 400% (like scaling vvvvvv from 320x240 to 1024x768 is 320%)... produces certain kinds of nasties on the screen.

Indeed. That was one of the problems we encountered. Sadly its very difficult in our rasterised version to do multisampled upscaling, since its very heavy to do in software.

I'm probably going to have a good rethink with Terry when he gets back about what to expose for the users.
#14
VVVVVV Tech Support / Re: Beta patch 2.1 Final
October 05, 2011, 02:50:05 PM
Quote from: starttimartti on October 05, 2011, 02:04:36 PM
Following gripes with the windows version:
-Setting fullscreen mode to AUTO gives me a result that is off-center and in wrong aspect ratio.
-Fullscreen modes (other than 640x480) scale the image with nearest neighbour, so the jagged lines are even more jagged than usual.
-Disabling the opengl acceleration either freezes the game or just turns it black. The mouse cursor still moves on the black/frozen screen, so my monitor isn't the troublemaker here. I then can re-enable it "blindfolded" and the screen starts running again.
-The game doesn't remember the fullscreen settings when alt+enter'ing to windowed and back. When going back to fullscreen it uses the AUTO settings.
-There is a mouse cursor on screen! Herecy!

I would prefer that in fullscreen modes I could select my desired resolution and scaling options (like you can in windowed mode). My personal settings would be 1920x1080 and 2x scaling with nearest neighbour, so the game would be in the center of my screen rendered in 1280x960 with black bars on the sidees and without any blurring. Other possible scalings would ofc. be scale it as big as possible while retaining (or not) the aspect ratio and blurring the image.

My specs: W7 64bit pro, 1920x1080 screen, nvidia gtx260 with 275.33 drivers, Intel Q6600.

Thanks for the detailed report. Seems some of them were caused by the changes for Ubuntu. Weird that changing between modes gives you a black screen, we havnt seen that before.

As for the menu changes I think we will add a few more options or at least allow them to be edited via text file.

#15
VVVVVV Tech Support / Re: Beta patch 2.1 Final
October 05, 2011, 01:27:08 PM
Quote from: onesandzeroes on October 05, 2011, 01:18:41 PM
Just had a quick go of the Linux patch (I'm on Ubuntu 11.04 64-bit), and fullscreen only seems to work properly when I set it to 640x480. If I set it to Auto or one of the higher resolutions, the game just runs in one corner of the screen and the rest is black. Also, the mouse cursor still shows up on the top of the game, so I had to move it to the corner to get it out of the way. The actual runny jumpy parts of the game are fine as far as I can tell.

EDIT: Scratch that, had another go, and it seems like the problem is OpenGl. None of the resolutions seem to work consistently is OpenGL is enabled, all of them seem to work fine if it's disabled.

Thanks for the input. Do you know what GPU/Drivers you are using?