Version 2.1 Has been released (NEW)
#21
Posted 19 January 2010 - 03:12 AM
Nevill, I can see that you have installed it in 800x600 , right ?
Qwinn, what resolution are you using ? Have you noticed this only with the new v2.1 with the bigger window or did it also happened with the older versions ?
#22
#24
Posted 19 January 2010 - 04:31 AM
Edited by ghostdog, 19 January 2010 - 05:36 AM.
#26
Posted 19 January 2010 - 06:54 AM
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#27
Posted 19 January 2010 - 07:23 AM
#28
Posted 19 January 2010 - 10:23 AM
diff --git a/libsmall/patch_are.tpa b/libsmall/patch_are.tpa index d7013f4..4fbb448 100755 --- a/libsmall/patch_are.tpa +++ b/libsmall/patch_are.tpa @@ -20,7 +20,7 @@ COPY_EXISTING_REGEXP - GLOB ~^.*\.wed$~ ~...~ whichMax = i END END - PATCH_IF xMaxWed * 64 < x || yMaxWed * 64 < y THEN BEGIN + PATCH_IF (xMaxWed - 3) * 64 < x || (yMaxWed - 3) * 64 < y THEN BEGIN INNER_ACTION BEGIN APPEND_OUTER ~widescreen/areas~ ~%SOURCE_RES% %xMaxWed% %yMaxWed%~ END @@ -35,8 +35,8 @@ COPY ~widescreen/areas~ ~widescreen~ READ_2DA_ENTRY_FORMER areas_to_fix bfg 1 xMaxWed READ_2DA_ENTRY_FORMER areas_to_fix bfg 2 yMaxWed origArea = xMaxWed * yMaxWed - xReq = x / 64 - yReq = y / 64 + xReq = x / 64 + 3 + yReq = y / 64 + 3 PATCH_IF xReq < xMaxWed THEN BEGIN xReq = xMaxWed END
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#29
Posted 19 January 2010 - 11:21 AM
#30
Posted 19 January 2010 - 11:52 AM
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#31
Posted 20 January 2010 - 04:19 AM
ghostdog, on 16 January 2010 - 10:03 AM, said:
Edited by taplonaplo, 20 January 2010 - 04:20 AM.
#32
Posted 20 January 2010 - 04:43 AM
Quote
That sounds like an excellent solution.
I'm betting it'd be a case of -moving- the call to the pause function, rather than adding a call. It probably works as a toggle. If you did Pause(), pop window, Pause(), you'd probably wind up unpaused. So switching it from (window then pause) to (pause then window) would probably work great. And it would probably be easy to do that in the engine, cause it shouldn't require any more room than the original order did.
Qwinn
Edited by Qwinn, 20 January 2010 - 04:46 AM.
#35
Posted 20 January 2010 - 07:14 AM
Edited by scient, 20 January 2010 - 07:15 AM.
#36
Posted 20 January 2010 - 07:49 AM
#38
Posted 20 January 2010 - 08:16 AM
Qwinn, on 20 January 2010 - 08:14 AM, said:
Qwinn
Is that a place with problem or place where it's working? But I also have store location when I was testing something or other.
#40
Posted 20 January 2010 - 09:38 AM
Qwinn, on 20 January 2010 - 08:37 AM, said:
Qwinn
Yeah, and that problem has already been toned down by a fix from taplonaplo that enabled a small wait before the store opens. Without that fix the stuttering was severe. Of course if pause can be called instead it would hopefully be much better.
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