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Posted: Fri Jun 29, 2012 4:37 am
by Spiky Caterpillar
Okay, a great deal of wrestling lions later, there is an updated demo at (EDITED: 1.0.4 is obsolete; download the latest demo from http://spikycaterpillar.com/demos/LongL ... .5-mac.zip instead)

This *should* fix the bug. Let me know if it works. (And, if it fails or does anything weird, send me the log.txt file that it will create)

Posted: Fri Jun 29, 2012 12:46 pm
by Senbi
Thanks for the tip about alpha 1.0.2. The mood button works perfectly now. I'll be keeping an eye out for updates on the full-screen crash problem, but I'm going to be on a mini-vacation for a few days, starting tomorrow.

Posted: Fri Jun 29, 2012 12:50 pm
by Senbi
Didn't see the update before I posted my last reply. :D I'm testing 1.0.4 now. It crashed on startup from full screen, so I'm going to follow your instructions about the log.txt. Will post soon.

Log.txt

Posted: Fri Jun 29, 2012 12:56 pm
by Senbi
Fri Jun 29 08:53:40 2012
Darwin-11.4.0-x86_64-i386-32bit
Ren'Py 6.12.2.1531
Long Live The Queen 0.1


Fullscreen mode.
Screen sizes: virtual=(1024, 600) physical=(1440, 900)
Vendor: 'Intel Inc.'
Renderer: 'Intel HD Graphics 3000 OpenGL Engine'
Version: '2.1 APPLE-7.18.18'
Display Info: <VideoInfo(hw = 0, wm = 1,video_mem = 0
blit_hw = 0, blit_hw_CC = 0, blit_hw_A = 0,
blit_sw = 0, blit_sw_CC = 0, blit_sw_A = 0,
bitsize = 142, bytesize = 19,
masks = (0, 3607472, 0, -1747582704),
shifts = (0, 0, 7, 0),
losses = (0, 1, 2, 0),
current_w = 1440, current_h = 900
>

Extensions:

GL_APPLE_aux_depth_stencil
GL_APPLE_client_storage
GL_APPLE_element_array
GL_APPLE_fence
GL_APPLE_float_pixels
GL_APPLE_flush_buffer_range
GL_APPLE_flush_render
GL_APPLE_object_purgeable
GL_APPLE_packed_pixels
GL_APPLE_pixel_buffer
GL_APPLE_rgb_422
GL_APPLE_row_bytes
GL_APPLE_specular_vector
GL_APPLE_texture_range
GL_APPLE_transform_hint
GL_APPLE_vertex_array_object
GL_APPLE_vertex_array_range
GL_APPLE_vertex_point_size
GL_APPLE_vertex_program_evaluators
GL_APPLE_ycbcr_422
GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_instanced_arrays
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_seamless_cube_map
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_array_bgra
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_array
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array_bgra
GL_IBM_rasterpos_clip
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
Number of texture units: 8
Number of clipping planes: 6
Using shader environment.
Using copy RTT.
GL test mode: auto
Frame drawn at 0.000000 seconds.
Frame drawn at 0.010000 seconds.
Frame drawn at 0.023000 seconds.
Frame drawn at 0.039000 seconds.
Frame drawn at 0.056000 seconds.
It took 0.056000 seconds to render 5 frames.
Preferring software renderer due to black screen bug.
Deallocating textures.
Done deallocating textures.
About to quit GL.
Finished quit GL.

Posted: Sat Jun 30, 2012 5:05 am
by Spiky Caterpillar
Thanks for the log. I've got an improved demo that should now always force GL in fullscreen on Mac at
http://spikycaterpillar.com/demos/LongL ... .5-mac.zip

If this one works for you, go to Preferences: Video Settings: Debugging Console and run
renpy.call_in_new_context('test_gl_test')
and tell me what it claims the first and last coloured and read pixels are.

Posted: Sat Jun 30, 2012 11:15 am
by Vitanimus
Thanks for the PM, Spiky, the game works perfectly now! I'm so grateful, and thanks for being so quick about it! (I had mental images of waiting for months. The customer service at Hanako is fab, I will definitely be buying more of the wonderful games here)

Posted: Sat Jun 30, 2012 1:33 pm
by Senbi
Good news, it works!

first coloured pixel (0, 28, <store.c_byte_Array_4 object at 0x1ae17348>)
last coloured pixel (1439, 871, <store.c_byte_Array_4 object at 0x77b9d98>)
read pixels (0, 0, (store.c_byte_Array_4 object at 0x77b9a28>-(1439,



...and unfortunately I can't read the rest of the read pixels because the black text is in the black area at the very bottom of the screen. I couldn't figure out a way to scroll or cut and paste within the debugging console. If there is a way to get you the last bit of the read pixels info, let me know and I'll try again. I'm headed off on my mini-vacation however, so it may be a couple days!

Thanks so much for the attention to this. I'll definitely be purchasing when I get back. I'm looking forward to playing the full version and genuinely appreciate the effort you've put into fixing this!

Posted: Sat Jun 30, 2012 5:47 pm
by hanako
(You might want to hold SLIGHTLY on the purchase so we can be sure we have time to get those fixes into a fullbuild for you! :) But at least it looks like we should be able to make a version that works. Yay!)

Posted: Sat Jun 30, 2012 9:14 pm
by hanako
Okay, the Mac fullbuild now available for purchase-download should incorporate the latest tweaks. Hopefully. :)

Posted: Sun Jul 08, 2012 10:19 pm
by Senbi
I've played through the full game now and everything is working well. Thanks again! I'm really enjoying the gameplay--so nice to have a game that will take multiple replays to solve.