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Viewing 15 posts - 1,051 through 1,065 (of 1,336 total)
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  • in reply to: Dungeon Keeper won't start #4144
    admin
    Keymaster

    In the past I saw that incorrect sound card can do various strange issues, try run dungeon keeper setup and set no sound for test.

    in reply to: Dungeon Keeper won't start #4140
    admin
    Keymaster

    Hello,

    try first reupload dkeep folder to your device. Often may happen that data are broken during transfer from pc to android device. Their mtp protocol is crap. At the end of transfer (if you are on windows) press bottom right corner icon “safly remove device”. This forces system write unflushed files. If you disconnect device without it then some files may be broken. On ubuntu is something similar and on Mac I don’t know…

    in reply to: ADOM not detecting numpad keys properly #4120
    admin
    Keymaster

    Please try tips above and let me know. If you have idea how to improve it let me know

    in reply to: ADOM not detecting numpad keys properly #4119
    admin
    Keymaster

    Aha:) So, in design mode tap on widget. Then switch to second level on floating menu and enable multiple selection. Then use aligning functions. You can check help in blue circle. Or look here :

    in reply to: ADOM not detecting numpad keys properly #4115
    admin
    Keymaster

    HI,

    Yes, this is common. Numlock is by default disabled, because some very old games have for example implemented screen scrolling with numpad – but it works only if is numlock turned off. I think I can add somewhere numlock indication. I must think about best place.

    >Also, what is the easiest way t…
    What you talk about is custom keyboard layout for Magic Dosbox inbuilt keyboard. Unfortunately this is not implemented now. It’s on to-do list, but I still didn’t have time. Hope I can get to this feature soon. But why don’t you align key widgets on the screen? You can align them how you need. And in landscape orientation you can resize screen and place it to custom location, so you can create more empty space for widgets. The same will work for portrait mode in next version (v47).

    And you can still place “Bag widget”. This is something like toolbar. It’s not scrollable, but spares place.

    Best regards,
    Tony

    in reply to: Custom aspect mode #4108
    admin
    Keymaster

    Thank you for support:)

    in reply to: Custom aspect mode #4105
    admin
    Keymaster

    He can still use “Target widget” 🙂

    But with new aspect mode he can do exactly what he needs. Slightly surprised me what I saw when I switched to fullscreen in portrait mode:)

    in reply to: Custom aspect mode #4095
    admin
    Keymaster

    No problem. Implemented and will be in next version. I was asked multiple times for this feature. Before it was not possible to do so easily, but meanwhile were rewritten various parts of code and now it was not big deal.

    Now it will work this way : Landscape and portrait modes are independent and you will be able set custom size and position independently. For example : In landscape can be game stretched on full screen and in portrait mode can be applied custom width/height and positioned in middle or anywhere you want.

    Is it what you need?

    in reply to: Custom aspect mode #4093
    admin
    Keymaster

    hello, currently it is not possible. Landscape mode is used in 90% and thus more improvement was done here. I can look at this, it needs work, but it could be done, I believe.

    in reply to: Multiple button layouts for landscape/portrait #4091
    admin
    Keymaster

    many thanks for support

    >I play old roguelikes.. ADOM, especially, has tons and tons of keyboard keys to learn and remember, see here:
    Hah, really tons. Btw, exactly these games stand behind idea for creating bag widget – exactly it was game Might and Magic 1.

    I understand your issue. In first iteration is important implement support for two or three layouts. I am a bit aware for creation of infinite count of layouts, due technical reasons – opengles on mobile devices is limited, each button contains from three textures (background, text, foreground image). And there is limit on how much GPU memory they can take. Now I don’t have troubles with that, but with multiple layouts I must create some recycling mechanism. Then will be no problem bind one layout exactly to portrait/landscape orientation.

    ***so if someone experienced with opengl reads this…I’ll be happy for consultation:)

    >Also, not important, but there’s a roguelike game called IVAN
    Hard to say, I didn’t try it yet, but the screenshots looks like game is made in really big resolution. How big is? Dosbox works fine with resultion up to 640×480, then performance goes down rapidly. I must try

    >I always tell my roguelike fan friends abou
    Many thanks:) I really appreciate it:)

    Have a nice day,
    Tony

    in reply to: Multiple button layouts for landscape/portrait #4089
    admin
    Keymaster

    hi,

    I must say truth, it’s first when someone wants to play game in both orientations. Can you give me example? Which game is suitable for that? Or do you want to have the same game profile for multiple devices? But I still can’t imagine when you need landscape and when portrait layout in the same game. Maybe if you explain it a bit more then I will understand.

    Magic Dosbox has prepared structures for multiple layouts, but there must be done a lot of additional work to get it functional – like setup for gestures for every layout etc. I wanted start working on this features 10 months ago, but I received MANY requests about physical gamepad improvements. So last 10 months I mostly work on gamepad. Now is finished, but still misses support for two gamepads. So I must finish this feature. And meanwhile I experimenate with scrolling feature for bag widget.

    So answer is yes and no. No, I didn’t think for landscape/portrait layouts, but yes for multiple on-screen layouts. This can solve your land/port issue.

    admin
    Keymaster

    Ok, implemented.

    I did these changes :

    You can’t set deadzone for 8way joystick. It’s automatically set to 95% (based on Pythagoras algorithm its +/-).

    First direction must be entered under 45°. Then is detection angle increased, what reduces mistakes.

    If it will not work so well then we can do one additional update – we can make detection angles for up,down,left right smaller and for diagonals bigger…will see what people say when v47 will be out. But now I think it’s fine (at least in eye of beholder I can turn around and walk to sides almost without incident).

    admin
    Keymaster

    Hi,

    >Do We have máster of puppets in the free version? I cannot find it anywhere here…
    I am sorry,…it’s my thanks to people who somehow supported magic dosbox development

    Ok, I’ll add 8 way joystick to next version with these changes :

    1. you will be able increase deadzone up to 95%
    2. when you enter direction then I increase active angle, instead 45° I will compare against 67.5°, or maybe against 90°.

    admin
    Keymaster

    Hi,

    yes, adding 8way joystick is not a problem. It is already implemented in virtual joystick (Master of puppets). Physical gamepad currently supports

    • 4way joystick – 4 directions (mostly up, down, left, right). Here can be enabled diagonals, so nearest directions are fired together. For example left-top direction fires left and up keys together.
    • diagonals joystick – 4 way, but in diagonal directions

      You can bind first type to left stick and second to right stick

      In previous beta was for a while implemented true 8 way joystick, but working with this type was hard and it did mistakes. For example :

      numpad 7 numpad 8 numpad 9
      numpad 4 Middle numpad 6
      numpad 1 numpad 2 numpad 3

      8 way joystick looks like circle with 8 parts. Each part has 45°.

      Let’s say you move analog stick from middle to top-left direction. You must hit 45° angle (not so big angle, in 4way joystick you must hit 90°). Analog stick reports X and Y coordinates which are converted to appropriate direction.

      But..you can really hit top-left angle, but during stick movement you can easily enter left or top directions. In this case is top-left direction finished and is started new direction. This does mistakes. It was reduced significantly when I set big deadzone, but it still did mistakes, so I better removed it from v46. The same issue happens when stick moves to side as well when it returns back to deadzone – in both ways you can jump between nearest directions. And I don’t know how to solve this issue. 45° is small. How it works in other emus? I’ll be happy for any idea what can lead to solution.

      Here is how the 8 directional joystick works:
      8ways

      I was thinking about it last times and I one probably usable idea come on my mind. At beginning if you are in deadzone I can calculate which angle you hit (just like now, without modifying algorythm). Then if you change direction (f.e from deadzone to left-up) then I will not check joystick’s axis against 45°, but I’ll increase the active angle, f.e to 65°. This could avoid jumping between nearest directions.

      Best regards,
      Tony

    in reply to: Gesture Suggestion #4070
    admin
    Keymaster

    Aaaha. Yes I understand. Just now it can be easily fixed with mouse widget. Two point gesture is reasonable too.

Viewing 15 posts - 1,051 through 1,065 (of 1,336 total)