Search found 44 matches

by BryanFRitt
Mon Nov 05, 2018 3:06 am
Forum: New Ideas
Topic: Ideas from trying out 4.1.1.0, slow motion button, vsysnc, descriptions, etc...
Replies: 5
Views: 81

Ideas from trying out 4.1.1.0, slow motion button, vsysnc, descriptions, etc...

In versions <= 4.1.0.0. 'keyboard button 3' could be used as a slow motion toggle. (confusing to use this way, but it worked) This may have been a software fluke since 'keyboard button 3' in the setup is set to pause/unpause tape. SETUP -> KEY SHORTCUTS -> TAPE BUTTONS -> PAUSE / UNPAUSE TAPE It'd b...
by BryanFRitt
Mon Nov 05, 2018 1:59 am
Forum: Level and Artwork Design
Topic: Widescreen Mode 1920x1080 (zip)
Replies: 8
Views: 6738

Re: Widescreen Mode 1920x1080 (zip)

Sometimes the "Hall of Fame" shows up as blank for some levelsets.
by BryanFRitt
Sun Oct 14, 2018 4:00 pm
Forum: Bug Reports
Topic: Game Performance at Higher Scales
Replies: 3
Views: 470

Re: Game Performance at Higher Scales

By ">>>", I meant the fastest playback mode where the display still gets updated during the playback.
by BryanFRitt
Thu Oct 04, 2018 1:01 am
Forum: Bug Reports
Topic: Game Performance at Higher Scales
Replies: 3
Views: 470

Re: Game Performance at Higher Scales

BTW: Which setting for "special rendering" (setup->graphics) are you using? I've done the above tests with the default mode "double ...", but I have more or less similar results with the other rendering modes here. For SETUP -> GRAPHICS -> SPECIAL RENDERING -> ... I'm using the "DOUBLE TEXTURE MODE...
by BryanFRitt
Sun Sep 30, 2018 12:49 am
Forum: Bug Reports
Topic: Game Performance at Higher Scales
Replies: 3
Views: 470

Game Performance at Higher Scales

When playing back a game >>> is much faster in lower sale zooms, like 100% (Even using when using Compiz to zoom in to the Window) than in higher scales like 300%, or full screen on 4k mode. Like about 10 seconds to complete vs a whole minute to complete. (rounding). Higher scales also uses more CPU...
by BryanFRitt
Mon Aug 06, 2018 8:13 pm
Forum: New Ideas
Topic: IDEA: Color coded LEVELSET numbers in main page
Replies: 6
Views: 793

Re: IDEA: Color coded LEVELSET numbers in main page

This concept could be extended to "LEVELSET" as well. If the LEVELSET hasn't been played, it is in RED If the LEVELSET has been played but doesn't have any tapes, it is in ORANGE If the LEVELSET has been played and has a tape somewhere in it, or has a level that's been finished, it is in YELLOW If ...
by BryanFRitt
Mon Aug 06, 2018 5:23 pm
Forum: New Ideas
Topic: IDEA: Color coded LEVELSET numbers in main page
Replies: 6
Views: 793

Re: IDEA: Color coded LEVELSET numbers in main page

This concept could be extended to "LEVELSET" as well. If the LEVELSET hasn't been played, it is in RED If the LEVELSET has been played but doesn't have any tapes, it is in ORANGE If the LEVELSET has been played and has a tape somewhere in it, or has a level that's been finished, it is in YELLOW If t...
by BryanFRitt
Sat Aug 04, 2018 5:35 am
Forum: New Ideas
Topic: IDEA: Color coded LEVELSET numbers in main page
Replies: 6
Views: 793

Re: IDEA: Color coded LEVELSET numbers in main page

BryanFRitt wrote:
Wed Jul 25, 2018 9:46 pm
These are color coded. (at least in the version I'm using)
Green is completed.
Yellow is attempted but not completed.
Red is not attempted.
Another color could be used to represent that there's a not a tape saved for a played level, like ... Orange.
by BryanFRitt
Fri Jul 27, 2018 4:59 am
Forum: New Ideas
Topic: IDEA: Color coded LEVELSET numbers in main page
Replies: 6
Views: 793

Re: IDEA: Color coded LEVELSET numbers in main page

Not really that neccessary Reminds me of https://xkcd.com/1172 Nothing is really necessary, a better question would be "How helpful is it?" Wait, you mean the name of the current levelset you're currently playing? But it's already displayed above the level preview in the main menu. But if you want ...
by BryanFRitt
Wed Jul 25, 2018 9:46 pm
Forum: New Ideas
Topic: IDEA: Color coded LEVELSET numbers in main page
Replies: 6
Views: 793

IDEA: Color coded LEVELSET numbers in main page

IDEA: Color coded LEVELSET numbers in the main screen If the numbers for the LEVELSETs are clicked on a list of levels in the LEVELSET will appear. These are color coded. (at least in the version I'm using) Green is completed. Yellow is attempted but not completed. Red is not attempted. The main ROC...
by BryanFRitt
Wed May 16, 2018 3:41 am
Forum: Level and Artwork Design
Topic: Widescreen Mode 1920x1080 (zip)
Replies: 8
Views: 6738

Re: Widescreen Mode 1920x1080 (zip)

Basically doesn't work so well with BD2K3. Gives a bunch of numbers for most of the objects.
[I still use this for other levelsets :) ]
EDIT: Setting "OVERRIDE LEVEL GRAPHICS" to "AUTO" doesn't use this for BD2k3
by BryanFRitt
Thu May 03, 2018 12:06 pm
Forum: Bug Reports
Topic: Segmentation fault after 2nd reload from tape
Replies: 4
Views: 775

Re: Segmentation fault after 2nd reload from tape

Murphy in transition state not saved on or recalled from tape? Pause in the middle of moving Murphy to new a position, save tape state, exit level, reload tape, Murphy will be paused at the new position instead of paused in transition to the new position. You can also do this without pausing too, if...
by BryanFRitt
Thu May 03, 2018 10:29 am
Forum: Bug Reports
Topic: Saving/loading with F1/F2 may result in broken tapes
Replies: 12
Views: 2178

Re: Saving/loading with F1/F2 may result in broken tapes

Murphy in transition state not saved on or recalled from tape? Pause in the middle of moving Murphy to new a position, save tape state, exit level, reload tape, Murphy will be paused at the new position instead of paused in transition to the new position. You can also do this without pausing too, if...
by BryanFRitt
Wed May 02, 2018 8:11 pm
Forum: Level and Artwork Design
Topic: Widescreen Mode 1920x1080 (zip)
Replies: 8
Views: 6738

Re: Widescreen Mode 1920x1080 (zip)

I was able to the preview back by editing the graphicsinfo.conf file's viewport.playfield.height line... # 0,0 is top left viewport.playfield.x: 685 # was 600 # x value of leftmost of main menu # 1920/2-550/2=685 viewport.playfield.y: 265 # was 200 # y value of topmost of main menu # 1080/2-550/2=26...
by BryanFRitt
Mon Apr 30, 2018 9:19 pm
Forum: Bug Reports
Topic: Contributions 2004 - Negundo - The Planet Adenture - loading error
Replies: 3
Views: 617

Re: Contributions 2004 - Negundo - The Planet Adenture - loading error

I get the same error message from this level set followed by Rocks'n'Dimonds closing, and this level set isn't remembered as the last level set played. cat ./.rocksndiamonds/stderr.txt ------------------------------------------------------------------------------- rocksndiamonds: warning: unknown to...