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Author Topic: Fixes for Kanji/SexyKanji  (Read 4983 times)
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dmbreaker
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« on: December 14, 2010, 09:37:56 AM CET »

Hi all, because kanjiengine.com is gone, so I'll repost bugfixes for Kanji/SexyKanji here:

Let's post here fixes you've made for Kanji or SexyKanji (for SexyKanji you can also submit your fixes in repository).

I'll start.
Bug: "Game stuck when I press ALT key (Windows)"
Solution: In Kanji, in files KWindowD3D.cpp, KWindowD3D9.cpp and KWindowGL.cpp in function "windowProc" inside block
Code:
case WM_SYSCOMMAND:
add this code:
Code:
case SC_KEYMENU:
 return 0;


Bug: "In some cases sound doesn't play (Windows, DirectSound)"
Fix:
I'm not sure, but I think there is a bug in DirectSound, when sound playing is almost complete and you start it again.
Find all strings in SexyKanji:
Code:
mSoundInstance->loadSample(...)
and change nMaxChannels parameter to 2:
Code:
mSamplesInfo[theSampleID].mSoundInstance->loadSample(aFilePath.c_str(), theVolume, false, 2);
In my case it helps.


Bug: "Game loading failed on Guest account (Windows) - image was not loaded"
Solution:
It's possible, that the JPEG-image was compressed with "progressive" option. This needs more memory for loading, so jpeglib sometimes tries to create temporary file for it. In Guest account it fails to made it.
I've increased size of buffer for jpeglib: in Kanji, in file KImageHandlerJpg.cpp in function "decode (...)" right after
Code:
jpeg_create_decompress(&cinfo);
add this code:
Code:
cinfo.mem->max_memory_to_use = 8 * 1024 * 1024; // 8 megs for image buffer



Bug: "RenderTarget problems on different PCs (artifacts), black screens when Debug-version of Direct3D selected (Windows, DirectX)"

Reason: Wrong LockRect parameter "D3DLOCK_DISCARD".

Solution:
I'm not a graphic-programmer, but it looks like you need just to replace all "D3DLOCK_DISCARD" in LockRect functions to zero. In any case it works and fixes the problem.

I'm not sure about:
Code:
_lpD3D8VertexBuffer->Lock (0, 0, (BYTE **) &lpVertexArray, nLockFlags);
in KBatchD3D(9).cpp where nLockFlags may be D3DLOCK_DISCARD. I haven't change it.
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Puzzler
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« Reply #1 on: December 14, 2010, 09:48:37 AM CET »

They closed all forums ... so thanks for this repost here.
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Lead software engineer, Rumbic Studio
Andreww
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Posts: 54


« Reply #2 on: December 14, 2010, 11:59:46 AM CET »

Does anyone know why they closed all the forums?
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Heiko
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« Reply #3 on: December 14, 2010, 02:43:45 PM CET »

Does anyone know why they closed all the forums?

I'm not sure, perhaps because of the coming launch of GGE 1.0 ?
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Andreww
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Posts: 54


« Reply #4 on: December 15, 2010, 02:36:24 PM CET »

It's because "Gogii Game Engine is on hold indefinitely"
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Heiko
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« Reply #5 on: December 16, 2010, 05:14:36 PM CET »

It's because "Gogii Game Engine is on hold indefinitely"

Interesting, do you know more details?
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Andreww
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Posts: 54


« Reply #6 on: December 16, 2010, 10:07:56 PM CET »

Well, I think that it is not confidential information....

Im to licensing@gogiigamesengine.com
"Hi!

When you planing to release your engine?
Why are you closed the http://www.gogiigamesengine.com?"

Answer:
"There have been some legal issues brought up surrounding the purchase, and
we are in discussion with Kanji, Inc. on how to resolve them.  In the
meantime, the release of Gogii Game Engine is on hold indefinitely."
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Heiko
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« Reply #7 on: December 17, 2010, 10:22:53 AM CET »

Thanks, I'm sure this information is useful for other licencees too.
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