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Sorry Pip, Still getting text ghosting? :-(
Posted: Fri Nov 16, 2012 4:12 pm
by GottaLove88s
Pip,
I've got some text labels two squares away from my flags, to indicated names and VP values for each flag.
But they're ghosting when the campaign is played on other computers...
See screenshot here ->
viewtopic.php?f=87&t=38844&start=360#p367046
Any ideas why this is happening and how to avoid it? It's giving one of the guys nystagmus, lol!
This is in my .BSF file...
Code: Select all
FUNCTION PreBattleSetup()
{
ShowTextMarker(1, 17, 25, "IDS_LOC_SWORD_ROAD2OUISTREHAM", 12, "FFFFFF", 1);
ShowTextMarker(1, 38, 35, "IDS_LOC_SWORD_BARRACKS", 12, "FFFFFF", 1);
ShowTextMarker(1, 53, 43, "IDS_LOC_SWORD_WATCHTOWER", 12, "FFFFFF", 1);
ShowTextMarker(1, 28, 39, "IDS_LOC_SWORD_CENTRALBUNKER", 12, "FFFFFF", 1);
ShowTextMarker(1, 41, 16, "IDS_LOC_SWORD_TRACK2PERRIERS", 12, "FFFFFF", 1);
ShowTextMarker(1, 16, 16, "IDS_LOC_SE", 8, "FFFFFF", 1);
ShowTextMarker(1, 55, 16, "IDS_LOC_SW", 8, "FFFFFF", 1);
ShowTextMarker(1, 55, 55, "IDS_LOC_NW", 8, "FFFFFF", 1);
ShowTextMarker(1, 16, 55, "IDS_LOC_NE", 8, "FFFFFF", 1);
}
This is in my Text1.TXT
Code: Select all
IDS_LOC_SWORD_ROAD2OUISTREHAM, "Road to Ouistreham 5pts",
IDS_LOC_SWORD_BARRACKS, "Barracks 3pts",
IDS_LOC_SWORD_WATCHTOWER, "Watchtower 1pt",
IDS_LOC_SWORD_CENTRALBUNKER, "Sword Bunker 5pts",
IDS_LOC_SWORD_TRACK2PERRIERS, "Track to Perriers Ridge 3pts",
Re: How to get rid of text ghosting?
Posted: Fri Nov 16, 2012 4:41 pm
by pipfromslitherine
Is this a MP game? It could be an issue with the loading/saving of text markers on the map. It might be that it is both being created in the script, and then also loaded from the save file. Potentially not something I had considered.
Cheers
Pip
Re: How to get rid of text ghosting?
Posted: Fri Nov 16, 2012 4:49 pm
by GottaLove88s
pipfromslitherine wrote:Is this a MP game? It could be an issue with the loading/saving of text markers on the map. It might be that it is both being created in the script, and then also loaded from the save file. Potentially not something I had considered.
Cheers
Pip
Yep it's an MP...
Ok, that's intriguing... Do text labels always do this in MP games?
I wonder, can I get around the duplication by putting my text in a function other than PreBattleSetup?
Or, alternatively, is there a Slith command to suppress BA from saving/loading text markers whenever it passes the game over to an opponent?
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Tue Nov 20, 2012 9:38 pm
by GottaLove88s
Hi Pip, I've started a new game using the GJS'44 Caen map...
The force selection works, my first movement turn worked (with no ghosting), but once my opponent made his first turn and returned the game, the ghosting appears on all of the labels... Have attached a screenshot...
PS. This seems to have affected all of the players in the GJS'44 campaign, on all platforms (PC, Mac, iPad)

Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Tue Nov 20, 2012 9:51 pm
by GottaLove88s
PS. Afterthought...
Could this be caused by the placing of my PreBattleSetup() call?
I've put it inside a StartTurn(side) function but it's inside a condition which should only run if GetTurn()==0... so I assumed it would only run once...
Essentially, it's inside a piece of Merr code that runs our dual-side MP deployment (copied below)... Is there a better place to put it?
The text ghosting is darned frustrating... Any ideas how we can get around this?
Code: Select all
FUNCTION StartTurn(side)
{
int id ;
int i ;
// if it is turn 0 or 1, i.e. the first turn for each player show the briefing message.
if( (GetTurn() == 0 ) || ( GetTurn() == 1 ) )
{
if ( GetShowSide() == GetCurrentSide() )
{
ShowUIScreenX( "BattlePop0", "Anim1", "IDS_MERRMP_DEPLOY", "BHead0Image:US_infantry_head") ;
}
}
if ( GetTurn() == 0 )
{
PreBattleSetup();
SetAreaLOS(18, 50, 55, 53, 0, 1) ;
}
if ( GetTurn() == 1 )
{
SetAreaLOS(16, 16, 55, 45, 1, 1) ;
}
// Setup and clear smoke (fired by bombardment units)
if ( side == 0)
{
for(i=0;i<999;i++)
{
id = GetObjectFromName("merr_objects", "SMOKE_ALLIED", i) ;
if(id == -1)
{
i = 999 ; // end the loop
}
else
{
Log ("id ", id , i);
SetObjectPosition(id, 0100, 0100) ;
//DeleteObject(id) ;
}
}
AddVizFunctionCall("HideEffectMarker", -9000) ;
}
if ( side == 1)
{
for(i=0;i<999;i++)
{
id = GetObjectFromName("merr_objects", "SMOKE_AXIS", 0) ;
if(id == -1)
{
i = 999 ; // end the loop
}
else
{
SetObjectPosition(id, 0, 0) ;
//DeleteObject(id) ;
}
}
AddVizFunctionCall("HideEffectMarker", -9001) ;
}
}
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Tue Nov 20, 2012 10:07 pm
by pipfromslitherine
It's an unintended consequence of the fix to save text on the map. Basically it's not being saved at the right point, so the loaded map includes the text that was placed on it by a prior call to the script, and then it called the script again. At least I think that is what is happening.
I'll try and get it fixed asap so we can roll it out in the next update. For now you could fix it by adding a check to only add the text when ShowSide is 0 (so the first turn for the first side).
Cheers
Pip
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Wed Nov 21, 2012 4:37 pm
by GottaLove88s
Thanks Pip!
I've edited my FUNCTION StartTurn(side) to look like this now... including the PreBattleSetup call, which runs the labelling, if GetShowSide()==0...
Will test it out tonight...
Code: Select all
FUNCTION StartTurn(side)
{
int id ;
int i ;
// Show labels on MP maps
if ( GetShowSide() == 0)
{
PreBattleSetup();
}
etc, etc...
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Tue Dec 18, 2012 5:18 pm
by GottaLove88s
Hey Pip,
I've added that fix you recommended, and the weirdest thing is happening...
Sometimes the user text stays perfect for both players, sometimes it screws up... using exactly the same scenario files...
Example of Broken VP Flag Text (should say Barracks in the top left, and Bunkers in the top centre)
Example of Clear VP Flag Text (Bunkers text remains perfectly clear)
Am asking the guys what systems they're using, to figure out if it's some sort of PC doesn't match up properly with iPad thing... Btw, the smoke for Merr/Enric's smokey mortars mod looks great on a Mac but looks more like a feeble "about to go out candle" on an iPad2 (which is why I'm wondering if our text problems could be system related)...

Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Wed Dec 19, 2012 11:12 am
by enric
GottaLove88s wrote:Hey Pip,
Am asking the guys what systems they're using, to figure out if it's some sort of PC doesn't match up properly with iPad thing... Btw, the smoke for Merr/Enric's smokey mortars mod looks great on a Mac but looks more like a feeble "about to go out candle" on an iPad2 (which is why I'm wondering if our text problems could be system related)...

Gotta I don't see any differences between Mac smoke and iPad smoke (the picture zoom are the sole difference)
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Wed Dec 19, 2012 11:24 am
by GottaLove88s
Hmmm... that's intriguing Enric... Which version of iPad are you using? I don't see smoke like that on mine (only an iPad 2, I confess).
I'll shoot some smoke when I get my turn on Sword and upload so you can see what I mean...
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Wed Dec 19, 2012 6:01 pm
by pipfromslitherine
To answer both things after the thread got side-tracked
1 - the text ghosting was caused by some saved data which was screen resolution dependent. This is now all fixed in the latest version.
2 - on iPad 1 we reduce considerably some smoke and particle effects (for performance reasons) so that could explain why you are seeing something different on a specific iPad.
Cheers
Pip
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Wed Dec 19, 2012 6:59 pm
by GottaLove88s
pipfromslitherine wrote:1 - the text ghosting was caused by some saved data which was screen resolution dependent. This is now all fixed in the latest version.
When you say "all fixed in the latest version", does that mean we should all update our BA to the latest and it will be ok? Or is this a latest version "coming soon"?
pipfromslitherine wrote:2 - on iPad 1 we reduce considerably some smoke and particle effects (for performance reasons) so that could explain why you are seeing something different on a specific iPad.
I've got an iPad2 with 64GB memory. It's not Retina tho. Does that still suffer the downgraded smoke/particle effects? Please tell me I don't "need" a new iPad...
Thanks again Pip!
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Wed Dec 19, 2012 7:12 pm
by pipfromslitherine
It will be fixed in the next update, but that won't be until after Xmas now, as it will ship along with the release of the next expansion.
I'm pretty sure that the particle effects shouldn't be toned down on an iPad 2. I will double check the code.
Cheers
Pip
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Wed Dec 19, 2012 7:20 pm
by GottaLove88s
pipfromslitherine wrote:It will be fixed in the next update, but that won't be until after Xmas now, as it will ship along with the release of the next expansion.
Next update coming soon after Christmas? That's excellent news...!!
Much speculation onsite about Operations beginning with "H" and possibly having to learn Italiano...?
pipfromslitherine wrote:I'm pretty sure that the particle effects shouldn't be toned down on an iPad 2. I will double check the code.
Thanks Pip. Alternatively, if there's anything I can do on settings for iPad2, to fix the problem, that would be great too...
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Thu Dec 27, 2012 3:34 pm
by GottaLove88s
Pip, Apologies this took awhile... But here's what I mean about smoke looking like a wimpy candle on an iPad2...
Intriguingly, it starts looking just as impressive as on a Mac, but then fizzles away to what you see below...
Merr/Enric's smoke on a Mac
Merr/Enric's smoke on an iPad2

Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Fri Dec 28, 2012 12:13 am
by pipfromslitherine
Hmmm. It could be that the iPad 2 has some slight adjustments for performance (the iPad hw is very poor at alpha blending) and that the various numbers are interacting to kill off the smoke too quickly. I will need to check the code when I get back to the office.
Cheers
Pip
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Fri Dec 28, 2012 8:04 am
by GottaLove88s
pipfromslitherine wrote:Hmmm. It could be that the iPad 2 has some slight adjustments for performance (the iPad hw is very poor at alpha blending) and that the various numbers are interacting to kill off the smoke too quickly. I will need to check the code when I get back to the office.
Cheers
Pip
Thanks for looking into this Pip, Kind of you to read while on hols. Hope you're having a great Christmas and wishes for a fabulous New Year... Good luck with the expansion release!... Jon
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Fri Dec 28, 2012 8:31 am
by enric
it starts looking just as impressive as on a Mac, but then fizzles away to what you see below...
Gotta, I installed BA in my old iPad 2 (now is my wife's iPad) and the smoke (immediately) looks as you said, like a candle, so this should be a specific issue of BA on iPad2.
I tried installing CityRiver by hand and it also happens the same.
------
BTW, Pip, I see that once installed a downloaded campaign the .CPF file is not deleted and keeps in the iPad forever.
Re: Sorry Pip, Still getting text ghosting? :-(
Posted: Fri Dec 28, 2012 2:57 pm
by pk867
Is there a way to reduce the particle generator for smoke? What if we had a settings for BA under Settings to reduce the number of Shadows or graphics 16 or 32 bit ?
Maybe the app defaults to retina display and the iPad2 can not handle it?