G
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Archived from groups: rec.games.roguelike.development (More info?)
I've encountered a problem while trying to create a graphical version of my
game. It's an ugly display bug I can't explain. I've tried anything I could
think of to fix it - without success. Of course I don't know the first thing
about graphics programming so maybe someone with more experience in this
field could tell me what can cause such behaviour. It seems like the screen
updates are too slow but that makes no sense cause the game uses DirectX
(through Allegro - the driver is set to AUTODETECT at the moment but I've
tried it with explicitly requested DirectX acceleration and their was no
noticeable improvement).
You can download the current in-dev version of TOD here:
http://todoom.sourceforge.net/todoom-bug.zip
(NOT playable! This download is only made available because of this bug.
It's Windows-only, too. I develop on Windows and this version hasn't been
ported to Linux yet)
Steps to reproduce the bug:
1. Choose "Continue old game" on the startup screen.
2. Move left or right a few steps to see the effect (look at the pools of
blood!)
Any idea what might be wrong?
(you can look at the code too, it's included. sd-alleg.c contains all the
low-level graphics code.)
Hopefully someone will be able to tell me what's wrong 'cause otherwise the
"TOD-graphical" project is pretty much dead 'cause I won't release something
which has such ugly display bugs (and as I said before I've run out of ideas
to fix it).
(the bug could be described as "flicker" but the game DOES use
double-buffering already - see sd-alleg.c)
TIA,
copx
I've encountered a problem while trying to create a graphical version of my
game. It's an ugly display bug I can't explain. I've tried anything I could
think of to fix it - without success. Of course I don't know the first thing
about graphics programming so maybe someone with more experience in this
field could tell me what can cause such behaviour. It seems like the screen
updates are too slow but that makes no sense cause the game uses DirectX
(through Allegro - the driver is set to AUTODETECT at the moment but I've
tried it with explicitly requested DirectX acceleration and their was no
noticeable improvement).
You can download the current in-dev version of TOD here:
http://todoom.sourceforge.net/todoom-bug.zip
(NOT playable! This download is only made available because of this bug.
It's Windows-only, too. I develop on Windows and this version hasn't been
ported to Linux yet)
Steps to reproduce the bug:
1. Choose "Continue old game" on the startup screen.
2. Move left or right a few steps to see the effect (look at the pools of
blood!)
Any idea what might be wrong?
(you can look at the code too, it's included. sd-alleg.c contains all the
low-level graphics code.)
Hopefully someone will be able to tell me what's wrong 'cause otherwise the
"TOD-graphical" project is pretty much dead 'cause I won't release something
which has such ugly display bugs (and as I said before I've run out of ideas
to fix it).
(the bug could be described as "flicker" but the game DOES use
double-buffering already - see sd-alleg.c)
TIA,
copx