Yes, apparently it's another mistake in docs.
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Show posts MenuQuote from: Radiant on Fri 20/10/2023 08:45:01I'm fine with none and stdscale; and I want to disable linear.
(edit) I suppose I could lock it to stdscale, and assume that stdscale with a scaling of 1.0 is identical to no scaling.
Quote from: Radiant on Thu 19/10/2023 15:31:01How do you figure? None of "linear", "Linear", "LINEAR", "Linear interpolation", "Linear_interpolation" or
Quote from: Radiant on Thu 19/10/2023 14:23:15Quote from: Crimson Wizard on Thu 19/10/2023 14:07:44[disabled] section should still work, I think.Yes, but with what value? Is there a manual page on the various things one can add in acsetup.cfg?
Quote[disabled] - special instructions for the setup program hinting to disable particular options or lock some in the certain state. Ignored by the engine.
render_at_screenres = [0; 1] - tells to lock "Render sprites in screen resolution" in a default state;
speechvox = [0; 1] - tells to lock "Use digital speech pack" in a default state;
filters = [0; 1] - tells to lock "Graphics filter" selection in a default state;
<filter id> - tells to remove particular graphics filter from the selection list;
Quotefilter = [string] - id of the scaling filter to use. Supported filter names are:
none - run in native game size;
stdscale - nearest-neighbour scaling;
linear - anti-aliased scaling; not usable with software renderer.
Quote from: Radiant on Thu 19/10/2023 14:00:03For a game that formerly used the [disabled] section in acsetup.cfg to hide the AA filters, is it possible to hide the linear filter in a similar way?
Quote from: Radiant on Thu 19/10/2023 13:09:28Is it correct that the Hq2x and Anti-alias scaling methods no longer exist? I don't particularly miss them but wanted to doublecheck.
Quote from: eri0o on Thu 19/10/2023 13:27:16They were software based (only worked in direct draw renderer or something), so they were dropped to favor the hardware accelerated renderers.
Quote from: Radiant on Thu 19/10/2023 13:54:11And I see the setting for threaded audio is gone (by release history, it looks like it was reimplemented and is now on by default?) and the settings for MIDI device are also gone (probably as a result of including TIMIDITY with AGS, is that correct?)
Quote from: Pax Animo on Wed 18/10/2023 00:15:59Wouldn't it be oFirstObject rather than cFirstObject
Quote from: Radiant on Sat 14/10/2023 22:49:46Fair enough. Is it easy to analyze two audio.vox files (one from 3.3, one from 3.6) to figure out files are in the former but not the latter?
Quote from: Radiant on Sat 14/10/2023 22:15:54When I build A Tale of Two Kingdoms with AGS 3.6, I get a much smaller Audio.vox file (74 Mb instead of 112 Mb).
It's not a problem since the older audio.vox file still works, but I'd like to know what might be the cause for that?
Quote from: vga256 on Fri 06/10/2023 18:22:41Oh interesting. It appears this is bug is far less generalized that I had guessed. I'll run through a few different coding scenarios until I figure out which one it can be reproduced with.
Edit: I've tried to replicate this with a new/empty test project with the same kind of code, and I cannot replicate it. Would you mind if I zipped up my project folder and sent it to you via PM? I can point out how to reproduce it using my project.
Quote from: kikiMa on Mon 09/10/2023 08:20:31Hmm, that's strange. I'm not using any gamepads, and I've tested it on different PCs. It also works on Chrome, Safari, etc. Is there a way to exclude gamepads in the scripts at some point?
Quote from: vga256 on Fri 06/10/2023 18:22:41Edit: I've tried to replicate this with a new/empty test project with the same kind of code, and I cannot replicate it. Would you mind if I zipped up my project folder and sent it to you via PM? I can point out how to reproduce it using my project.
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