StandardGame configuration bug

Okay, I just tried to run a StandardGame test. I've some problems with the configurations window: whenever I try to run in fullscreen mode, it crashes. Now my question is:



How can I solve this?

Or, in case it is unsolvable, how can I get the config window of simplegame back?



FYI, i'm running Linux (openSuSE 10.2 with some 10.3 parts) and I'm using the JDK 1.6.0_02. My graphics card is an ATI Mobility Radeon 7500 with open source driver.

There is a different config window in StandardGame.  Take a look at TestStandardGame, I believe it uses it.

Well… That's the whole point!



In SimpleGame or BaseGame I can run in full screen mode, while in StandardGame I can't. Now i'm asking how to solve this, or either use the original SimpleGame config screen.



Jeez, frogs…

…like I already said, if you look at TestStandardGame it has a configuration window that comes up that will let you choose to be fullscreen or not.

…like I already said, (or at least, I hoped you figured it out from what I said), I've ran TestStandardGame, checked the "fullscreen" and next it crashes. I've noticed it didn't crash when I didn't selected fullscreen.

Check the screen size setting, refresh rate, and color mode as those are probably what is causing the crash.  Your monitor or video card may not support whatever combination you've specified.  The reason you won't see this in windowed mode is because it doesn't actually change the video mode but rather uses whatever the current video mode is and runs within that at the screen size specified.

I'm not planning to put in the readme file of my game how to find those settings, if you understand what I mean.

I've found something in the debug.txt: My screen requires to run at 24 bits per pixel, while simplegame only offers me 16 or 32

Ugh…well, there was someone working on modifying that GameSettings screen to populate only the valid modes for your machine but I don't know how far along this is.

Isn't it possible, as a temporary solution, to use the simplegame/basegame config screen instead?

Else you'll have something to commit on CVS, I guess.

Nope, my goal was to get rid of that entirely when I wrote GameSettings. :wink:



Temporarily you could force the value you want though by doing:


game.getSettings().setDepth(24);



....or something along those lines.  Just make sure that call is made before game.start() is called.

I thought you checked in the changes I had made?  It was done a while ago, and a diff posted.  If it's not in CVS, use your own version of GameSettingsPanel with the code from that diff.



http://www.jmonkeyengine.com/jmeforum/index.php?topic=5405.msg43380#msg43380



I had the same issue, but this seems to work perfectly fine with these changes.  This should definitely help you if you're running Linux and your system reports refresh rates that differ from the actuals (might just be the Nvidia driver I'm using and how I installed it), because it'll automatically grab valid refresh rates, as well.  However, there might be a need to add in common widescreen resolutions.



I'd also recommend adding a System.exit(0); call to the Cancel button, because I know it bugs the hell out of me when the game starts even when I click cancel.

its funny but im actually using basegame and my own game settings pannel  :smiley:

darkfrog said:

Nope, my goal was to get rid of that entirely when I wrote GameSettings. ;)

Temporarily you could force the value you want though by doing:

game.getSettings().setDepth(24);



....or something along those lines.  Just make sure that call is made before game.start() is called.


So how about the user's that arent using 24 bits depth? Isn't there some method to auto-detect this?

That's what the patch sarcius made does.  I dropped the ball however and still haven't applied the patch.  I will attempt to do so today.

Just tell me whenever it's on CVS.

It's in CVS. :-p

Awesome!  Thanks darkfrog  :slight_smile: