Recent posts

#71
Live Event Scheduling / Re: Simon streams Level of the...
Last post by Simon - June 15, 2025, 04:01:19 PM
Stream is over! Recording will remain for 14 days at:

https://www.twitch.tv/simonnaar

-- Simon
#72
Game Bugs & Suggestions / Re: [-][BUG][PL] Splat Ruler l...
Last post by Simon - June 15, 2025, 03:01:04 PM
Video: Splat ruler freezes CE for 5-10 seconds (70 seconds long, 4.4 MB)

This is an excerpt from my stream 3 weeks ago. I've had already played CE for 2 hours here.

-- Simon
#73
Lix Main / Re: Crash when Monitor off Whi...
Last post by Simon - June 14, 2025, 10:52:07 PM
Forestidia saw this in 0.10.29 again.

Forestidia's report

-- Simon
#74
Lix Main / Re: Other monitor turns off, t...
Last post by Simon - June 14, 2025, 10:36:21 PM
Thanks!

I have to investigate whether we draw from current state onto the new savestate (that we allocate), or if the current state becomes the savestate (and we allocate a new current state), drawing from savestate onto current state.

This can merge all of the following 3 phenomena,

(a) missing bridge slap during stutter,
(b) all terrain becomes black,
(c) failed VRAM allocation,

... into a consistent world-view: The theory will be: When a monitor turns off, something happens with Lix's window behind the scenes, all VRAM drawing during this short time has no effect (but won't crash), and all VRAM allocations with this window in this short time fail (and crash because Lix chooses to crash then). In case (a), Lix wants to draw only a brick, but in case (b), Lix wants to load an old savestate including all of its saved terrain.

Leftover consistency problem: Why does the terrain in case (b) become black ... it should remain the terrain from before loading the savestate, then, right? Details, details.

In any case, more to investigate.

All of this has given me ideas to ask directly in the Allegro IRC: How does an Allegro 5 window react to monitor turn-off, such stutter etc., and should the usercode (Lix) react or should Allegro react.

-- Simon
#75
Lix Main / Re: Other monitor turns off, t...
Last post by Forestidia86 - June 14, 2025, 10:05:07 PM
I tested a bit (Lix 0.10.29 - release build - win64 - Allegro 5.2.10):

  • Monitor no. 2 is set as primary monitor.
  • Before play, go to Windows's monitor/display settings, and choose: Extend the display to all screens.
  • Start Lix.
  • Observe how Lix starts on monitor no. 2 in software fullscreen.
  • Start a level and play.
  • During play, go to Windows's monitor/display settings, and choose: Display to only monitor no. 2.

Either:

Out of VRAM error:
193.41 src\basics\alleg5.d:26:
193.41 Out of video memory. Can't create bitmap of size 913x946 with flags 5120.

Or:

Graphics stutter for 0.5 seconds or 1 second. After that, Lix continues to run smoothly without further stutter. But if there was terrain modification in that 1 second of stutter, e.g., a builder was building, then the newly built bridge slap is not drawn, and will continue to be invisible throughout the future:


#76
Lix Main / Re: Hardware fullscreen opens ...
Last post by Forestidia86 - June 14, 2025, 08:24:38 PM
Can reproduce this. Monitor with no. 2 set to primary monitor. Software fullscreen starts on monitor no. 2 but hardware fullscreen on monitor no. 1. I assume hardware fullscreen is determined by the assigned number of the monitor.
#77
General Discussion / Re: General Comings and Goings
Last post by Flopsy - June 14, 2025, 04:14:31 PM
Further to my previous message in February, I'm happy to announce that my house purchase will complete on Friday 20th June, I'll most likely be without internet for a period of time after this date.

But once I return, I can resume with arranging Lix sessions.

I'll also most likely be upgrading my computer hardware in the coming months too :)
#78
Game Bugs & Suggestions / Re: [Suggestion][Game & Editor...
Last post by GigaLem - June 14, 2025, 11:15:41 AM
Quote from: Simon on June 14, 2025, 02:55:36 AMDo you put large water areas?

Another solution, then, is to draw only the outline of the trigger rectangle in the contrastful color. The inner area can be fully/mostly transparent.

-- Simon

Well, there is the problem of one way arrows, and when used one way fields. im sure your solution could be applied the same way.
#79
Game Bugs & Suggestions / Re: [Suggestion][Game & Editor...
Last post by Simon - June 14, 2025, 02:55:36 AM
Do you put large water areas?

Another solution, then, is to draw only the outline of the trigger rectangle in the contrastful color. The inner area can be fully/mostly transparent.

-- Simon
#80
Game Bugs & Suggestions / [Suggestion][Game & Editor] Ch...
Last post by GigaLem - June 13, 2025, 11:23:48 PM
Gonna be real here, the pink color for the trigger area is starting to get a bit too bright. It's my least favorite to keep turned on while making levels simply for its intensity. Its the most apt issue in editor. and I did notice it on Icho's videos for the contest (the one contest level with the new objects)

I get the color needs to contrast from the level, but it might be prone to eye strain.