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Posted: Fri Jun 29, 2012 4:37 am
Okay, a great deal of wrestling lions later, there is an updated demo at (EDITED: 1.0.4 is obsolete; download the latest demo from http://spikycaterpillar.com/demos/LongL ...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
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
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
Didn't see the update before I posted my last reply.
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.
Posted: Fri Jun 29, 2012 12:56 pm
Fri Jun 29 08:53:40 2012
Long Live The Queen 0.1
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
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.
Done deallocating textures.
About to quit GL.
Finished quit GL.
Posted: Sat Jun 30, 2012 5:05 am
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
and tell me what it claims the first and last coloured and read pixels are.
Posted: Sat Jun 30, 2012 11:15 am
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
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
(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
Okay, the Mac fullbuild now available for purchase-download should incorporate the latest tweaks. Hopefully.
Posted: Sun Jul 08, 2012 10:19 pm
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.