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91
Super Mario War / Re: Built-in Game Help and controller question
« Last post by Felix-The-Ghost on November 05, 2016, 02:02:00 AM »
Quote from: mapsking
Some things are intuitive, some menu settings and game adjustments can actually be quite confusing.

Anything in particular?

Quote from: mapsking
Is there a way to make it automatically detect every time?

Could you describe, in detail, the behavior you would expect?

"Official" development has ceased since the tragic passing of Florian and the disappearance of Two52. Unofficially fluffypillow is working on an update for the game. Maybe (s)he could implement some changes you have suggested.
92
Have you tried it in windowed mode to tell if the game itself is cutting the top off?

I know you said you've ran other programs in the past on this machine, but if that was some time ago you might try again to tell if indeed nothing has changed in your hardware configuration in that time.
93
Super Mario War / Re: Troubleshooting Help: Top of SMW Screen Cut Off. Please Help.
« Last post by GaryBiscuit on November 03, 2016, 04:33:54 PM »
Oh, I see the smwstuff site you're talking about now. I'll try that version (when I get home) and let you know either way if that fixed it or not.

- Gary
94
Super Mario War / Re: Troubleshooting Help: Top of SMW Screen Cut Off. Please Help.
« Last post by GaryBiscuit on November 03, 2016, 04:31:37 PM »
This is the one I downloaded:

http://smw.supersanctuary.net/18Beta2/smw-1.8-beta2-bin.zip

As far as I can tell, this is the only version available.
95
Ah, I mean, where did you download it? From supersanctuary, or smwstuff, or maybe some other place? The one on smwstuff is slightly different (despite the same version number; it fixes some of the bugs found during the years). Try out both versions (supersanctuary/smwstuff), maybe one of them has a fix for it already.
96
Super Mario War / Re: Troubleshooting Help: Top of SMW Screen Cut Off. Please Help.
« Last post by GaryBiscuit on November 03, 2016, 03:58:38 PM »
v1.8 Beta 2

It also happened with the one previous to that, 1.7.

- Gary
97
Wow, I haven't seen this bug yet. Which version of SMW are you using?
98
Super Mario War / Troubleshooting Help: Top of SMW Screen Cut Off. Please Help.
« Last post by GaryBiscuit on November 03, 2016, 03:48:03 PM »
Hi,

I just setup SMW on my (now old-ish) Windows XP box. Everything works great, except from the opening title and through all the levels, etc. - the top 10-15 (or so) pixels are entirely cut off. More accurately, its like the entire SMW screen is shifted UP 10-15 pixels. As if it's entire Y value is bumped up some. Has anyone seen this before? And, if so, could you help a brother out?

I know what the immediate response here will be: "Are your screen settings of your display off or bad somehow?" Nope. I've got loads of games running from this machine (emulators, PC games, etc.) and the only time this happens is with SMW.

For what it's worth, I'm using:
===================
* Win XP SP3
* ... On an old Dell something-or-other
* GeForce FX 5200 Graphics Card
* modern Samsung HD TV
* Resolution at 1024 x 768 (I think, could verify that later)

I can workaround this somewhat by making the scores display at the bottom (instead of the top), but - you know - I want to have the best SMW experience I can, and having the top little-bit cut off subtracts from that.

Any help is appreciated.

- Gary
99
Super Mario War Fanmade Content / Re: Dingding22's Skins and more!
« Last post by dingding22 on October 25, 2016, 06:25:05 PM »
666 views guys!  :o
100
Super Mario War / Re: Netplay General Discussion
« Last post by fluffypillow on October 16, 2016, 04:17:36 PM »
Yup, the game has client side position prediction with confirmation from the server, position interpolation on difference, server reconciliation, roundtrip time corrected event handling, all the things you'd expect from a network game. The packets are compressed and tightly packed - for example, the player input is 2 bytes currently, but if it turns out that it's still a bottleneck, it could be reduced to just one with some more hacking. Another optimization would be to use half width floats, but that broke the game when I tried it; there's probably a way to improve that though.

However, it seems the issues are within the game code, not really with the network data. The gameplay issues are likely caused by a bug in the reconciliation code, which I didn't find it yet; requiring to reseed the clients every few seconds doesn't sound like a normal behaviour. It could be a minor thing, like one buggy package, but I can't really grasp it and it's driving me nuts.
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