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From: Yannick L. <yle...@ub...> - 2004-01-26 20:32:35
|
I tried your suggestion (both GlobalMemoryStatusEx and = GlobalMemoryStatus) and unfortunately this doesn't give the right result on my system = either. Instead of 1022 MB it will report 1023 MB... Yannick -----Original Message----- From: Carsten Orthbandt [mailto:car...@se...] Sent: Monday, January 26, 2004 3:08 PM To: gam...@li... Subject: RE: [GD-Windows] How to determine total physical memory available ? IIRC, GlobalMemoryStatus returns the actual amount of RAM minus the DOS-inherited 640 kB base memory. After actually checking that: Yep, add 640 kB (=3D655360 byte) to the value in xMS.dwTotalPhys and you got the real value. When doing anything of this kind, please consider using = GlobalMemoryStatusEx on Win2k/XP systems. We're not that far from systems having the full = 4GB space equipped. Carsten Orthbandt Founder + Development Director SEK SpieleEntwicklungsKombinat GmbH http://www.sek-ost.de Wenn ich Visionen habe, gehe ich zum Arzt. - Helmut Schmidt =20 > -----Original Message----- > From: gam...@li...=20 > [mailto:gam...@li...] On=20 > Behalf Of Yannick Letourneau > Sent: Monday, January 26, 2004 8:47 PM > To: gam...@li... > Subject: [GD-Windows] How to determine total physical memory=20 > available ? >=20 >=20 > I need to determine how much memory is installed on the user's system > somehow. >=20 > I used GlobalMemoryStatus but the values returned in the=20 > member dwTotalPhys > is always underestimating a bit. For example on my dev=20 > machine it returns > 1022 MB although I have 1024 MB installed. Same thing happens on all > systems I've tested. >=20 > Same thing is reported in dxdiag.exe so they seem to use that=20 > function as > well. >=20 > However, when I use the System Information tool in the system tools = of > Windows, it correctly reports 1024 MB. >=20 > So anyone knows how I can get the exact information ? >=20 > Yannick L=E9tourneau > UBISOFT >=20 >=20 >=20 > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration > See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. > http://www.eclipsecon.org/osdn > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 >=20 ------------------------------------------------------- The SF.Net email is sponsored by EclipseCon 2004 Premiere Conference on Open Tools Development and Integration See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. http://www.eclipsecon.org/osdn _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Colin F. <cp...@ea...> - 2004-01-26 20:31:15
|
>>> However, when I use the System Information tool in >>> the system tools of Windows, it correctly reports 1024 MB. >>> >>> So anyone knows how I can get the exact information ? Prompt the user to launch the System Information tool and enter the number they see in to a text edit box ! (Or take the user out of the loop and automate the process with window messages.) Or...reverse-engineer the System Information tool ! (dumpbin or whatever to get the API calls). Figure out how it gets the proper answer ! Or...just round the result of GlobalMemoryStatus() to the nearest plausible memory size value! (e.g., 757 MB becomes 768 MB, and 1022 MB becomes 1024 MB) Okay, I'm bad ! Sorry for the humor ! --- Colin cp...@ea... http://www.colinfahey.com |
From: Yannick L. <yle...@ub...> - 2004-01-26 20:21:34
|
Actually it would be a little more complicated since memory can be a = sum of different power of 2 (for example if you have one memory chip of 128 MB = and another of 64 MB totaling 192MB which is not power of 2). I'd rather not make this kind of assumption myself and let the system = give me the exact numbers ;-) -----Original Message----- From: Timur Davidenko [mailto:ti...@cr...] Sent: Monday, January 26, 2004 3:16 PM To: gam...@li... Subject: RE: [GD-Windows] How to determine total physical memory available ? I guess System Information tool just rounds this number to the next "reasonable" number. It knows that memory chips don't come in 1022Mb setups.. So it`s quite easy to round number you get to closest power of 2.. _____________________ Timur Davidenko. Crytek (http://www.crytek.com) -----Original Message----- From: Yannick Letourneau [mailto:yle...@ub...]=20 Sent: Monday, January 26, 2004 8:47 PM To: gam...@li... Subject: [GD-Windows] How to determine total physical memory available = ? I need to determine how much memory is installed on the user's system somehow. I used GlobalMemoryStatus but the values returned in the member = dwTotalPhys is always underestimating a bit. For example on my dev machine it = returns 1022 MB although I have 1024 MB installed. Same thing happens on all systems I've tested. Same thing is reported in dxdiag.exe so they seem to use that function = as well. However, when I use the System Information tool in the system tools of Windows, it correctly reports 1024 MB. So anyone knows how I can get the exact information ? Yannick L=E9tourneau UBISOFT ------------------------------------------------------- The SF.Net email is sponsored by EclipseCon 2004 Premiere Conference on Open Tools Development and Integration See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. http://www.eclipsecon.org/osdn _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 ------------------------------------------------------- The SF.Net email is sponsored by EclipseCon 2004 Premiere Conference on Open Tools Development and Integration See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. http://www.eclipsecon.org/osdn _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Timur D. <ti...@cr...> - 2004-01-26 20:15:57
|
I guess System Information tool just rounds this number to the next = "reasonable" number. It knows that memory chips don't come in 1022Mb setups.. So it`s quite easy to round number you get to closest power of 2.. _____________________ Timur Davidenko. Crytek (http://www.crytek.com) -----Original Message----- From: Yannick Letourneau [mailto:yle...@ub...]=20 Sent: Monday, January 26, 2004 8:47 PM To: gam...@li... Subject: [GD-Windows] How to determine total physical memory available ? I need to determine how much memory is installed on the user's system somehow. I used GlobalMemoryStatus but the values returned in the member = dwTotalPhys is always underestimating a bit. For example on my dev machine it = returns 1022 MB although I have 1024 MB installed. Same thing happens on all systems I've tested. Same thing is reported in dxdiag.exe so they seem to use that function = as well. However, when I use the System Information tool in the system tools of Windows, it correctly reports 1024 MB. So anyone knows how I can get the exact information ? Yannick L=E9tourneau UBISOFT ------------------------------------------------------- The SF.Net email is sponsored by EclipseCon 2004 Premiere Conference on Open Tools Development and Integration See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. http://www.eclipsecon.org/osdn _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Carsten O. <car...@se...> - 2004-01-26 20:08:29
|
IIRC, GlobalMemoryStatus returns the actual amount of RAM minus the DOS-inherited 640 kB base memory. After actually checking that: Yep, add 640 kB (=3D655360 byte) to the value in xMS.dwTotalPhys and you got the real value. When doing anything of this kind, please consider using = GlobalMemoryStatusEx on Win2k/XP systems. We're not that far from systems having the full 4GB space equipped. Carsten Orthbandt Founder + Development Director SEK SpieleEntwicklungsKombinat GmbH http://www.sek-ost.de Wenn ich Visionen habe, gehe ich zum Arzt. - Helmut Schmidt =20 > -----Original Message----- > From: gam...@li...=20 > [mailto:gam...@li...] On=20 > Behalf Of Yannick Letourneau > Sent: Monday, January 26, 2004 8:47 PM > To: gam...@li... > Subject: [GD-Windows] How to determine total physical memory=20 > available ? >=20 >=20 > I need to determine how much memory is installed on the user's system > somehow. >=20 > I used GlobalMemoryStatus but the values returned in the=20 > member dwTotalPhys > is always underestimating a bit. For example on my dev=20 > machine it returns > 1022 MB although I have 1024 MB installed. Same thing happens on all > systems I've tested. >=20 > Same thing is reported in dxdiag.exe so they seem to use that=20 > function as > well. >=20 > However, when I use the System Information tool in the system tools of > Windows, it correctly reports 1024 MB. >=20 > So anyone knows how I can get the exact information ? >=20 > Yannick L=E9tourneau > UBISOFT >=20 >=20 >=20 > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration > See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. > http://www.eclipsecon.org/osdn > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 >=20 |
From: Yannick L. <yle...@ub...> - 2004-01-26 19:47:18
|
I need to determine how much memory is installed on the user's system somehow. I used GlobalMemoryStatus but the values returned in the member = dwTotalPhys is always underestimating a bit. For example on my dev machine it = returns 1022 MB although I have 1024 MB installed. Same thing happens on all systems I've tested. Same thing is reported in dxdiag.exe so they seem to use that function = as well. However, when I use the System Information tool in the system tools of Windows, it correctly reports 1024 MB. So anyone knows how I can get the exact information ? Yannick L=E9tourneau UBISOFT |
From: Scoubidou944 <Sco...@ho...> - 2004-01-12 21:42:57
|
Hi,=20 I'm writing an application which use EnumWindows () to retrieve all = HWND.=20 It seems that all windows listed are created as a child of Explorer.exe=20 WindowStation used is \Windows\WindowStations\Winsta0 but I need to transform this application as a service and EnumWindows() = doesn't return the same results. This function found only one window=20 WindowStation is \Windows\WindowStations\Service-0x0-3e7$=20 (result coming ProcessExplorer = http://www.sysinternals.com/ntw2k/freeware/procexp.shtml) PLEASSSSEEEE HELP I've spent 2 days of time on it & I'm going crazy. Thanks Vincent |
From: Jacob T. \(C. D. Ltd\) <Ja...@Co...> - 2004-01-12 16:32:02
|
Many thanks discovered SetIcon( blah, TRUE ); is the ticket Jake -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of brian sharon Sent: 12 January 2004 16:09 To: gam...@li... Subject: Re: [GD-Windows] Setting windows icons I don't think there's a message involved. Isn't it the icon that you=20 register in your window class? (see the docs for WNDCLASS) --brian On Monday, January 12, 2004, at 07:46 AM, Jacob Turner (Core Design=20 Ltd) wrote: > Hi there, > > I am looking for how to set the icon that gets displayed for a windows = > app when you press "alt+tab" at the moment our app just has the=20 > default windows wavy lined flag icon. > > Any help as to which windows message it is would be greatly=20 > appreciated ? > > Thanks > > Jake ------------------------------------------------------- This SF.net email is sponsored by: Perforce Software. Perforce is the Fast Software Configuration Management System offering advanced branching capabilities and atomic changes on 50+ platforms. Free Eval! http://www.perforce.com/perforce/loadprog.html _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 |
From: Rob H. <ro...@ga...> - 2004-01-12 16:23:01
|
You can set it on a per window basis, check the docs for WM_SETICON. SendMessage(hWnd, WM_SETICON, ICON_BIG, hIcon); Rob -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Jacob Turner (Core Design Ltd) Sent: Monday, January 12, 2004 8:47 AM To: gam...@li... Subject: [GD-Windows] Setting windows icons Hi there, I am looking for how to set the icon that gets displayed for a windows app when you press "alt+tab" at the moment our app just has the default windows wavy lined flag icon. Any help as to which windows message it is would be greatly appreciated ? Thanks Jake ------------------------------------------------------- This SF.net email is sponsored by: Perforce Software. Perforce is the Fast Software Configuration Management System offering advanced branching capabilities and atomic changes on 50+ platforms. Free Eval! http://www.perforce.com/perforce/loadprog.html _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: brian s. <pud...@po...> - 2004-01-12 16:09:05
|
I don't think there's a message involved. Isn't it the icon that you register in your window class? (see the docs for WNDCLASS) --brian On Monday, January 12, 2004, at 07:46 AM, Jacob Turner (Core Design Ltd) wrote: > Hi there, > > I am looking for how to set the icon that gets displayed for a windows > app when you press "alt+tab" at the moment our app just has the > default windows wavy lined flag icon. > > Any help as to which windows message it is would be greatly > appreciated ? > > Thanks > > Jake |
From: Brian H. <ho...@py...> - 2004-01-12 16:02:22
|
IIRC, isn't this set when registering the window class in the hIcon section? |
From: Jacob T. \(C. D. Ltd\) <Ja...@Co...> - 2004-01-12 15:48:54
|
Hi there, I am looking for how to set the icon that gets displayed for a windows = app when you press "alt+tab" at the moment our app just has the default = windows wavy lined flag icon. Any help as to which windows message it is would be greatly appreciated = ? Thanks Jake |
From: Daniel V. <vo...@ep...> - 2003-12-23 20:07:29
|
Good idea though doesn't this mean $(targetpath) won't point to the binary any longer? In any case, I sent a feature request to the compiler team. -- Daniel, Epic Games Inc. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Tham > Sent: Monday, December 22, 2003 7:12 PM > To: gam...@li... > Subject: Re: [GD-Windows] .ilk file location > > this is wot i do... > > compile the thing into the default folder, > postbuild-move it (dll, exe) to my bin folder... > > good bye with the ilk. :) > > tham > > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign > up for IBM's > Free Linux Tutorials. Learn everything from the bash shell > to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |
From: Tham <th...@ga...> - 2003-12-23 00:04:05
|
this is wot i do... compile the thing into the default folder, postbuild-move it (dll, exe) to my bin folder... good bye with the ilk. :) tham |
From: Ryan J. <rju...@di...> - 2003-12-22 11:48:45
|
This has been bugging me too. I was thinking of trying to run two bat files (pre-build, and postbuild) to move it in to be used and then back out again just to keep it seperate from all the binary stuff and make it easy to zip up my "run" folder without needing to delete the ilk all the time to save space. I havent actually tried it out yet, but maybe that idea can help ya some. Ryan Juckett Senior at DigiPen Institute of Technology www.theJuckett.com ----- Original Message ----- From: "Alen Ladavac" <ale...@cr...> To: <gam...@li...> Sent: Monday, December 22, 2003 2:54 AM Subject: Re: [GD-Windows] .ilk file location > According to documentation, it's not possible. If you find a way, let us all > know. > > Alen > > ----- Original Message ----- > From: "Daniel Vogel" <vo...@ep...> > To: <gam...@li...> > Sent: Saturday, December 20, 2003 21:11 > Subject: [GD-Windows] .ilk file location > > > > Does anyone know how to control where VS.NET 2003 puts the *.ilk files used > > for incremental linking? Ideally I'd like them to be in my Intermediate > > directory not cluttering up the binary folder. > > > > -- Daniel, Epic Games Inc. > > > > > > > > ------------------------------------------------------- > > This SF.net email is sponsored by: IBM Linux Tutorials. > > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > > _______________________________________________ > > Gamedevlists-windows mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 |
From: Alen L. <ale...@cr...> - 2003-12-22 07:12:58
|
According to documentation, it's not possible. If you find a way, let us all know. Alen ----- Original Message ----- From: "Daniel Vogel" <vo...@ep...> To: <gam...@li...> Sent: Saturday, December 20, 2003 21:11 Subject: [GD-Windows] .ilk file location > Does anyone know how to control where VS.NET 2003 puts the *.ilk files used > for incremental linking? Ideally I'd like them to be in my Intermediate > directory not cluttering up the binary folder. > > -- Daniel, Epic Games Inc. > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |
From: Daniel V. <vo...@ep...> - 2003-12-20 21:13:47
|
Does anyone know how to control where VS.NET 2003 puts the *.ilk files used for incremental linking? Ideally I'd like them to be in my Intermediate directory not cluttering up the binary folder. -- Daniel, Epic Games Inc. |
From: <ce...@ce...> - 2003-12-19 07:38:45
|
> 1. Use Windows native functions but overriding the drawing, etc. with hooks to render a game interface instead of windows default application interface. I think this option was chosen by the Worms 2 developers. Not 100% sure though. Cheers, Adrian |
From: Simon O'C. <si...@sc...> - 2003-12-19 00:43:44
|
> 3. Just do it how we do on consoles and use a thin, > lightweight GUI built over the immediate mode toolkit. I'm with Brian on this one, you don't want to be modifying Windows UI stuff to do game UI stuff - there's a lot of pain if you do. As an aside, even the work and toolset for a lightweight GUI on top of the engine can be simplified by things such as Thatcher Ulrich's GameSWF: http://www.tulrich.com/geekstuff/gameswf.html > The second related part (or maybe this should come first?) > would be the event system that the above is all hooked up > into. Would you: > 1. Use Windows native event/messaging to drive the gui. > 2. Use Direct Input and develop you own event messaging to > drive the gui. Windows messages do take much more account of user preference (mouse button swapping, click rates, acceleration etc) and accessibility stuff for free. All of this can be queried and copied in your own DirectInput based system of course - though it does mean a bit more work. The upshot is (slightly) lower latency, exotic device support and more exclusivity/control. When it comes to mice, things like force feedback are still extremely rare (though trends like that take off surprisingly quickly, and OEM deals for games that support rare features can be very good). > Thanks, > Brett Simon O'Connor Programmer @ Acclaim & Microsoft DirectX MVP --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.552 / Virus Database: 344 - Release Date: 15/12/2003 |
From: Jon W. <hp...@mi...> - 2003-12-19 00:38:12
|
We use a different approach: we write our GUIs in Macromedia Flash. There's awesome tools available to generate Flash, and we embed the actual, honest-to-goodness Flash ActiveX control, making it render to a texture with translucency (we actually have to render twice to get the translucency right). ActionScript and some custom Monikers complete the circle, and it's fully integrated. CPU usage if your UI animates is really high, though. Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Brian Hook Sent: Thursday, December 18, 2003 4:14 PM To: gam...@li... Subject: Re: [GD-Windows] Complex GUIs > If we wanted to do a complex GUI for a Windows game, on the order > of an MMORPGs (toolbars, menus, windows, buttons, lists, etc.), > would it be best to: > 1. Use Windows native functions but overriding the drawing, etc. Oh, hell no. > 2. Use a third party gui widget toolkit and put in our own > rendering functions to render the widgets. Doubtful that this would be general purpose enough to make you happy. > 3. Just do it how we do on consoles and use a thin, lightweight GUI > built over the immediate mode toolkit. Bingo. > 1. Use Windows native event/messaging to drive the gui. 2. Use > Direct Input and develop you own event messaging to drive the gui. I think either approach works, they both have their pros and cons. There have been games that have used the GDI messages directly (e.g. Quake) with success, but DirectInput has a couple moderate advantages, especially when it comes to support of more exotic input devices, e.g. with force feedback. Brian ------------------------------------------------------- This SF.net email is sponsored by: IBM Linux Tutorials. Become an expert in LINUX or just sharpen your skills. Sign up for IBM's Free Linux Tutorials. Learn everything from the bash shell to sys admin. Click now! http://ads.osdn.com/?ad_id78&alloc_id371&op=ick _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |
From: Brian H. <ho...@py...> - 2003-12-19 00:13:41
|
> If we wanted to do a complex GUI for a Windows game, on the order > of an MMORPGs (toolbars, menus, windows, buttons, lists, etc.), > would it be best to: > 1. Use Windows native functions but overriding the drawing, etc. Oh, hell no. > 2. Use a third party gui widget toolkit and put in our own > rendering functions to render the widgets. Doubtful that this would be general purpose enough to make you happy. > 3. Just do it how we do on consoles and use a thin, lightweight GUI > built over the immediate mode toolkit. Bingo. > 1. Use Windows native event/messaging to drive the gui. 2. Use > Direct Input and develop you own event messaging to drive the gui. I think either approach works, they both have their pros and cons. There have been games that have used the GDI messages directly (e.g. Quake) with success, but DirectInput has a couple moderate advantages, especially when it comes to support of more exotic input devices, e.g. with force feedback. Brian |
From: Brett B. <res...@ga...> - 2003-12-19 00:04:20
|
Hello, Hope this is the correct forum to post this. We currently develop PS2 = and GameCube titles and our Windows programming is limited to tools so = far. Also, we have only made "twitch" games for consoles before, so the = idea of doing something more complex leads us to wonder how much of the = low-level to-the-metal approach we should give up. If we wanted to do a complex GUI for a Windows game, on the order of an = MMORPGs (toolbars, menus, windows, buttons, lists, etc.), would it be = best to: 1. Use Windows native functions but overriding the drawing, etc. with = hooks to render a game interface instead of windows default application = interface. 2. Use a third party gui widget toolkit and put in our own rendering = functions to render the widgets. 3. Just do it how we do on consoles and use a thin, lightweight GUI = built over the immediate mode toolkit. The second related part (or maybe this should come first?) would be the = event system that the above is all hooked up into. Would you: 1. Use Windows native event/messaging to drive the gui. 2. Use Direct Input and develop you own event messaging to drive the = gui. 3. ??? As an example, I was particularly impressed with Star Wars Galaxies GUI = and that would be a good example of the different kinds of things we = want a gui to do. Thanks, Brett |
From: Daniel V. <vo...@ep...> - 2003-12-12 15:21:08
|
> I remember we use to have this sort of behavior if you exited the > application without cleaning up D3D / DDRAW correctly - ie: Sorry, forgot to follow up and post that I tracked it down to DirectSound not being correctly torn down in all cases. > the main window is destroyed etc... Yes Win9x was very sensitive to > these things. We even had our exception handler clean up DX > so that when the application crashed with an error, the system > remained stable(ish!). That's what we do as well. > Try the debug runtime and see if you have leaks, try The DX9 SDK installer consistently rebooted the Win98 machine :) Thanks everyone for the pointers of DirectX being the culprit which means killhelp.exe doesn't work in combination with DX9.0b. Thanks, -- Daniel, Epic Games Inc. |
From: Andy G. <an...@mi...> - 2003-12-12 05:22:54
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I remember we use to have this sort of behavior if you exited the application without cleaning up D3D / DDRAW correctly - ie: making sure all the ref counts went correctly down to 0, cleaning up DirectX before the main window is destroyed etc... Yes Win9x was very sensitive to these things. We even had our exception handler clean up DX so that when the application crashed with an error, the system remained stable (ish!). Try the debug runtime and see if you have leaks, try looking at the ref counts before the final releases etc... Andy Glaister. -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Antonio Tejada Lacaci Sent: Tuesday, December 09, 2003 11:58 AM To: gam...@li... Subject: RE: [GD-Windows] Win98 lockup problem Some OpenGL drivers are known to use DirectX for certain things, so don't rule out that the something in the DirectX runtime/driver is the only to blame for your problem. I believe Nvidia's OpenGL driver uses directdraw to lock the frontbuffer surface or something along those lines. On my TNT2 in Win98 there used to be a problem where the OpenGL driver was leaking some direct3d object, so the second time you'd run the OpenGL app it would fail to start ("ddhelp caused an invalid page fault..."), and the only solution was to launch a DirectX application (windows media player) *before* any OpenGL application (so the OpenGL driver wouldn't try to deinitialize DirectX at app's end, because it was already running when the app started). Did you try the OpenGL renderer on an ATI card as well? (I don't know if they use DirectX in their OpenGL driver :? ). Regarding debugging it, you could be lucky and it could be the DirectX runtime waiting for some unsignalled object, but if as you say the whole system locks up, I'm afraid you are stuck somewhere in the driver or kernel layers (I would bet some spinning loop in the DirectX kernel layer or the Win16 semaphore). I think that SoftIce is your only way to go (and tons of patience). > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On Behalf Of > Daniel Vogel > Sent: Tuesday, December 09, 2003 11:28 AM > To: gam...@li... > Subject: [GD-Windows] Win98 lockup problem >=20 > I'm seeing a problem here where most though not all Win98/ME machines will > cause the system to lock up after trying to run another D3D app after > Unreal > Tournament 2004 exits. The bug is on both ATI and NVIDIA and happens with > both DirectX 8.1 and 9.0b but doesn't happen with e.g. Unreal Tournament > 2003. I tried running killhelp.exe (which no longer seems to be part of > the > DirectX 9 SDK) without success - is it supposed to work on a machine with > DirectX 9.0b installed? What is interesting is that D3D apps will also > crash > if I start the game with the OpenGL renderer but not if I pick the > software > renderer. This means both the OpenGL and D3D renderer must do something > that > leaves the machine in an unstable state though I can't figure out what. >=20 > Remotely stepping through the code the app terminates (without a trace and > without locking up) in Direct3DCreate8 on second run with the D3D renderer > and locks in ChangeDisplaySettings with the OpenGL one. >=20 > Anyone got any experience tracking down a problem like this? Luckily Win2k > was already around when I made the switch from Linux game development to > Windows so I'm not too familiar with all the idiosyncrasies of Win98 :) >=20 > -- Daniel, Epic Games Inc. >=20 >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: SF.net Giveback Program. > Does SourceForge.net help you be more productive? Does it > help you create better code? SHARE THE LOVE, and help us help > YOU! Click Here: http://sourceforge.net/donate/ > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU5 ------------------------------------------------------- This SF.net email is sponsored by: SF.net Giveback Program. Does SourceForge.net help you be more productive? Does it help you create better code? SHARE THE LOVE, and help us help YOU! Click Here: http://sourceforge.net/donate/ _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 |
From: Jason B. <ja...@in...> - 2003-12-10 09:38:06
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>>You have four choices then: >>- Live with that, and let those squares be rectangles. >>- Assume user is always on a 4:3 monitor. (bye bye good old 16:9 >>projector). >>- Remove the pesky resolutions (those not clearly 4:3, 16:9 or 3:4,...) >>from user choices. >>- Try to find an algorithm, working 100% in 90% of cases, and using one >>of the above choices for the rest. If it was an option I'd go with number 4 but add an explicit "calibration" menu to your graphics setup. This would allow for FOV adjustment (i.e. "press left/right cursors until this looks square") along with other usual suspects - gamma/colour/contrast balance etc. Its seems you're going to have to except that there's just no way of telling what the user is seeing unless they tell you somehow. Jason. |