Hello there buddies! And hello, Holger! I have a couple question for you!
1. WIN7/8 Compatibility: Will you make compatible R'n'D with Windows 7 and Windows 8 (and coming soon the "Windows 10"? )?
It's just really not compatible with new WINDOWS and R'n'D have a problems with its:
a) Sometimes music disappears and I can play only with mute sound
b) Game on WIN7 works some bad and laggy
2. Compatibility with Fraps: Why Fraps can't record Rocks'n'diamonds? Can you make R'n'D visible for Fraps? If yes that would be great and easier to record a videos about Rocks'n'diamonds!
WIN7/8 Combatibility + Fraps
Moderators: Flumminator, Zomis
Re: WIN7/8 Combatibility + Fraps
Generally, the Windows version of R'n'D should work just fine with Windows 7 and 8. I'm running it here in a Windows 7 VM without problems. Sound and music generally works, but I usually have it disabled when testing. So far I have not discovered laggy behaviour (which I found quite surprising, as it does not run natively, but in an emulated environment).
Regarding Fraps: As far as I can see, Fraps only supports programs using DirectX or OpenGL, and as I can see under "Info->Version Info" in R'n'D, it apparently does not use DirectX for graphics (at least on my development system with SDL2). No idea what I have to do to enable DirectX support in my SDL2 Windows build. Generally this should be no problem, as SDL2 should use DirectX natively. But apparently my SDL2.dll makes a fallback to Windows GDI graphics for whatever reason...
Regarding Fraps: As far as I can see, Fraps only supports programs using DirectX or OpenGL, and as I can see under "Info->Version Info" in R'n'D, it apparently does not use DirectX for graphics (at least on my development system with SDL2). No idea what I have to do to enable DirectX support in my SDL2 Windows build. Generally this should be no problem, as SDL2 should use DirectX natively. But apparently my SDL2.dll makes a fallback to Windows GDI graphics for whatever reason...
Re: WIN7/8 Combatibility + Fraps
It just came to my mind that the game may behave differently in my VM exactly in this point: Graphics acceleration (or the potential absence of it) may be one of the main differences when compared to running natively.
What does "Info->Version Info" report regarding the audio and video driver that the game (SDL, to be precise) uses?
What does "Info->Version Info" report regarding the audio and video driver that the game (SDL, to be precise) uses?
Almost
Well, now I can say you almost did it, Holger! But now here's only one problem: MIDI and MP3/WAV music.
But, at least, this progress is already perfect! Good job on this, Holger!. And yeah, I don't need Fraps now because I has long been using Bandicam which can Rocks'n'diamonds however it opened (fullscreen or not)
But, at least, this progress is already perfect! Good job on this, Holger!. And yeah, I don't need Fraps now because I has long been using Bandicam which can Rocks'n'diamonds however it opened (fullscreen or not)
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Re: WIN7/8 Combatibility + Fraps
What's the problem exactly? MP3 and WAV music/sound output always worked perfectly fine for me on all supported platforms. MIDI is another story, unfortunately: Although it works in general, there are some issues. Music quality could generally be better (this seems to be a problem with the MIDI implementation in SDL_mixer), it requires some additional files to be installed on Linux, it seems to be not-so-well supported on recent Windows versions (7/8/10), and it currently does not work at all on the Android version at the moment.But now here's only one problem: MIDI and MP3/WAV music.
I think I haven't changed anything at all since your first post on this topic. Maybe the problems you encountered only occurred on your specific system?But, at least, this progress is already perfect! Good job on this, Holger!
What does "Info->Version Info" report regarding the audio and video driver that the game (SDL, to be precise) uses?
Re: WIN7/8 Combatibility + Fraps
I meant, the problem of MP3/WAV tracks is changes of music speed at certain frequencies. I don't think that it's a big problem. Just saying.Holger wrote:What's the problem exactly? MP3 and WAV music/sound output always worked perfectly fine for me on all supported platforms. MIDI is another story, unfortunately: Although it works in general, there are some issues. Music quality could generally be better (this seems to be a problem with the MIDI implementation in SDL_mixer), it requires some additional files to be installed on Linux, it seems to be not-so-well supported on recent Windows versions (7/8/10), and it currently does not work at all on the Android version at the moment.
Also, while I was playing in 3.3.0.1 despite 3.3.1.2 was released, I had a strange thing in MP3 tracks. Some tracks begins playing from very high quick sudden sound. Maybe you fixed that in R'n'D 3.3.1.0/1/2 or R'n'D 4 RC1/2/3, I don't really knowbecause I didn't even play levelsets with MP3 music in 4 RC1-3.
Holger wrote:What does "Info->Version Info" report regarding the audio and video driver that the game (SDL, to be precise) uses?
Code: Select all
Drivers Requested Used
SDL_videodriver [default] Windows
SDL_audiodriver [default] Xaudio2
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Re: WIN7/8 Combatibility + Fraps
Sounds strange... If this is not only sporadic, but reproducible somehow, please let me know.I meant, the problem of MP3/WAV tracks is changes of music speed at certain frequencies.
Sort of, yes. This is (unfortunately) a known issue with MP3 playback in SDL_mixer (both SDL 1.2 and SDL 2.0). I've reduced these sound quirks at the start of playing MP3s by applying a very quick/short fade-in when starting MP3 playback. It's still noticeable, but much better now.Also, while I was playing in 3.3.0.1 despite 3.3.1.2 was released, I had a strange thing in MP3 tracks. Some tracks begins playing from very high quick sudden sound. Maybe you fixed that in R'n'D 3.3.1.0/1/2 or R'n'D 4 RC1/2/3
And thanks for posting your SDL driver values!
(I thought that the video driver should have been DirectX (which seems to be required for FRAPS), as I'm shipping the pre-compiled (not self-compiled) DLLs from the SDL binary package, but apparently it isn't...)