shortwave's Forum Posts

  • I have changed graphics card and this problem is fixed. Looks like the old GT 120 cards don't work with construct 3.

  • Hurray, that's good news!

  • I still can't get this working on my mac pro. Nothing at all displayed in the layout screen.

    It was working fine until about a week ago, is this something which is likely to be a problem with my graphics card? I can buy a new one if it will fix the problem.

  • I've just installed iOS 11 to test this but the game jam license has finished. Does anybody else have iOS 11 installed? Would you be able to check if the remote preview is working?

  • So at the moment I can't really make iOS apps with construct 3? It's a shame, I really love construct but things like this are basically making it impossible for me to use it.

    It's not really practical to compile and install the app every time I make a small change and want to see how it works, it would take forever.

    Is there any chance this will be fixed in the short term? I've been thinking about paying the subscription but there are so many worrying things like this, still haven't figured out why the layout screen is completely blank on my mac pro either.

  • Platform information

    Browser: Chrome

    Browser version: 58.0.3029.110

    Browser engine: Blink

    Browser architecture: (unknown)

    Context: webapp

    Operating system: Mac OS X

    Operating system version: 10.12_5

    Operating system architecture: (unknown)

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 16

    User agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_12_5) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.110 Safari/537.36

    C3 release: r34

    Local storage

    Storage quota (approx): 14 gb

    Storage usage (approx): 130 mb (0.9%)

    Persistant storage: No

    Browser support notes

    This list contains missing features that are not required, but could improve performance or user experience if supported.

    WebGL 2+ is not supported. Rendering quality and features may be affected.

    CSS element() is not supported.

    Backdrop filters are not supported. Some UI effects are disabled.

    WebGL information

    Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium)

    Numeric version: 1

    Supports NPOT textures: partial

    Vendor: NVIDIA Corporation

    Renderer: NVIDIA GeForce GT 120 OpenGL Engine

    Major performance caveat: no

    Maximum texture size: 8192

    Point size range: 1 to 2047

    Extensions:

    ANGLE_instanced_arrays

    EXT_blend_minmax

    EXT_disjoint_timer_query

    EXT_frag_depth

    EXT_shader_texture_lod

    EXT_sRGB

    EXT_texture_filter_anisotropic

    WEBKIT_EXT_texture_filter_anisotropic

    OES_element_index_uint

    OES_standard_derivatives

    OES_texture_float

    OES_texture_float_linear

    OES_texture_half_float

    OES_texture_half_float_linear

    OES_vertex_array_object

    WEBGL_compressed_texture_s3tc

    WEBKIT_WEBGL_compressed_texture_s3tc

    WEBGL_debug_renderer_info

    WEBGL_debug_shaders

    WEBGL_depth_texture

    WEBKIT_WEBGL_depth_texture

    WEBGL_draw_buffers

    WEBGL_lose_context

    WEBKIT_WEBGL_lose_context

    Audio information

    System sample rate: 44100 Hz

    Output channels: 8

    Output interpretation: speakers

    Supported decode formats:

    Ogg Opus (audio/ogg; codecs=opus)

    WebM Opus (audio/webm; codecs=opus)

    Ogg Vorbis (audio/ogg; codecs=vorbis)

    WebM Vorbis (audio/webm; codecs=vorbis)

    MPEG-4 AAC (audio/mp4; codecs=mp4a.40.5)

    MP3 (audio/mpeg)

    FLAC (audio/flac)

    PCM WAV (audio/wav; codecs=1)

    Supported encode formats:

    WebM Opus (audio/webm; codecs=opus)

    Video information

    Supported decode formats:

    WebM VP9 (video/webm; codecs=vp9)

    WebM VP8 (video/webm; codecs=vp8)

    Ogg Theora (video/ogg; codecs=theora)

    H.264 (video/mp4; codecs=avc1.42E01E)

    Supported encode formats:

    WebM VP9 (video/webm; codecs=vp9)

    WebM VP8 (video/webm; codecs=vp8)

  • So what is the correct way to preview an app on an iPhone / iPad at the moment?

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  • Thanks for the quick reply, here's the chrome://gpu information, webgl2 disabled, is that the problem? I needed an excuse for a new graphics card anyway..

    Graphics Feature Status

    Canvas: Hardware accelerated

    Flash: Hardware accelerated

    Flash Stage3D: Hardware accelerated

    Flash Stage3D Baseline profile: Hardware accelerated

    Compositing: Hardware accelerated

    Multiple Raster Threads: Enabled

    Native GpuMemoryBuffers: Hardware accelerated

    Rasterization: Software only, hardware acceleration unavailable

    Video Decode: Hardware accelerated

    Video Encode: Hardware accelerated

    VPx Video Decode: Hardware accelerated

    WebGL: Hardware accelerated

    WebGL2: Unavailable

    Driver Bug Workarounds

    adjust_src_dst_region_for_blitframebuffer

    decode_encode_srgb_for_generatemipmap

    disable_framebuffer_cmaa

    disable_multimonitor_multisampling

    get_frag_data_info_bug

    needs_offscreen_buffer_workaround

    pack_parameters_workaround_with_pack_buffer

    regenerate_struct_names

    remove_invariant_and_centroid_for_essl3

    reset_base_mipmap_level_before_texstorage

    scalarize_vec_and_mat_constructor_args

    set_zero_level_before_generating_mipmap

    unfold_short_circuit_as_ternary_operation

    unpack_alignment_workaround_with_unpack_buffer

    unpack_overlapping_rows_separately_unpack_buffer

    use_intermediary_for_copy_texture_image

    use_unused_standard_shared_blocks

    Problems Detected

    Some GPUs on Mac can perform poorly with GPU rasterization. Disable all known NVidia GPUs other than the Geforce 6xx and 7xx series, which have been tested.: 613272, 614468

    Disabled Features: gpu_rasterization

    Don't allow ES3 on Mac core profile < 4.1: 295792

    Disabled Features: webgl2

    Work around a bug in offscreen buffers on NVIDIA GPUs on Macs: 89557

    Applied Workarounds: needs_offscreen_buffer_workaround

    Multisampling is buggy on OSX when multiple monitors are connected: 237931

    Applied Workarounds: disable_multimonitor_multisampling

    Unfold short circuit on Mac OS X: 307751

    Applied Workarounds: unfold_short_circuit_as_ternary_operation

    Always rewrite vec/mat constructors to be consistent: 398694

    Applied Workarounds: scalarize_vec_and_mat_constructor_args

    Mac drivers handle struct scopes incorrectly: 403957

    Applied Workarounds: regenerate_struct_names

    glGenerateMipmap fails if the zero texture level is not set on some Mac drivers: 560499

    Applied Workarounds: set_zero_level_before_generating_mipmap

    Pack parameters work incorrectly with pack buffer bound: 563714

    Applied Workarounds: pack_parameters_workaround_with_pack_buffer

    Alignment works incorrectly with unpack buffer bound: 563714

    Applied Workarounds: unpack_alignment_workaround_with_unpack_buffer

    copyTexImage2D fails when reading from IOSurface on multiple GPU types.: 581777

    Applied Workarounds: use_intermediary_for_copy_texture_image

    Unpacking overlapping rows from unpack buffers is unstable on NVIDIA GL driver: 596774

    Applied Workarounds: unpack_overlapping_rows_separately_unpack_buffer

    Limited enabling of Chromium GL_INTEL_framebuffer_CMAA: 535198

    Applied Workarounds: disable_framebuffer_cmaa

    glGetFragData{Location|Index} works incorrectly on Max: 638340

    Applied Workarounds: get_frag_data_info_bug

    glTexStorage* are buggy when base mipmap level is not 0: 640506

    Applied Workarounds: reset_base_mipmap_level_before_texstorage

    Decode and encode before generateMipmap for srgb format textures on macosx: 634519

    Applied Workarounds: decode_encode_srgb_for_generatemipmap

    Insert statements to reference all members in unused std140/shared blocks on Mac: 618464

    Applied Workarounds: use_unused_standard_shared_blocks

    adjust src/dst region if blitting pixels outside read framebuffer on Mac: 644740

    Applied Workarounds: adjust_src_dst_region_for_blitframebuffer

    Mac driver GL 4.1 requires invariant and centroid to match between shaders: 639760, 641129

    Applied Workarounds: remove_invariant_and_centroid_for_essl3

    Disable KHR_blend_equation_advanced until cc shaders are updated: 661715

  • When I open the layout page on construct 3 editor, there is nothing there any more.

    It was working fine (although very laggy) on previous versions, could this be a graphics card / chrome problem? I'm on an 8 core mac pro and everything else runs perfectly.

    Problems like this are what make me terrified about investing money and time moving my apps over to the browser based program. Does anyone have this same problem?

  • No luck with changing the plugin versions in XDK...

    I've tried disabling the whole event sheet in the app and it still loads to a black screen. The construct loading screen shows up, but then just black. If I close and reopen the app on my iPad it is sort of half loaded up. (Not the sprite font layer or a few images).

    If I create a new app with construct it's totally fine, no problems at all. I was hoping to go through the event sheet and re-enable events one by one to find the problem, but it seems even that isn't it.

    Does anyone know of anything that might be in my project that is causing it to not load properly?

  • Thanks for the reply, I'll give that a try... The only thing is that it works fine when I make a new empty app. It's almost like there's something wrong with the app itself that is making it not work.

    I'll let you know if I have any success changing the plugin versions!

  • I have an app which used to work fine, but lately I've been trying to get it to work with wkwebview on iOS.

    When I create a simple test app with Construct, I can build it and compile it with cordova and it works fine.

    The problem is that my real app just goes to a black screen and nothing happens at all. It must be something in the app causing the problem. One option would be to remake it step by step until I find out what the problem is, but I was wondering if anyone can think of anything obvious that might be wrong?

    Thanks!

  • Still having problems with this. I'm sure it's my fault though! At the moment this is the process I do:

    • Create cordova project

    • Add iOS platform

    • Add plugins:

    crosswalk-webview

    wkwebview-engine

    file

    httpd

    whitelist

    inappbrowser

    • Build project

    • Run with Xcode, it's always worked fine with uiwebview, but wkwebview always just gives me the black screen.

    I'm using CLI 6.2.0

    Should i take the config.xml file out of the www folder and put it in the main project folder before building? I've tried it both ways.

  • I've been using Cordova CLI to build my apps up until now, but lately I've realised I can seem to get WKWebView working.

    When I tick the option to use WKWebView, then run it in Xcode, I can see that it is still using UIWebView. I've tried adding the WK plugin with Cordova, also the file and http plugins. If I add the WK engine plugin, the app runs in WK mode but all I get is a black screen.

    Is it only possible to use Phonegap at the moment? I've tried to have a look around but I can't find a guide to using WKWebView anywhere apart from the r224 release notes, does anyone know if there's something I could read that would help?

  • Hi Tim, I was in exactly the same position until last week. It turned out that it was actually my iPad. I did a full restore and the problem disappeared.

    Very strange as I was on iOS 9.3.2 before and after the restore. Maybe you could try the same on your test devices to see if it helps?