TheRealDannyyy's Forum Posts

  • Problem Description

    Selecting any of the mentioned themes below and applying them works fine but they fail to load correctly when restarting Construct 2.

    Here are all the affected themes (might be incomplete, I've just tested some real quick):

    • Office 2013 (all colors)
    • Visual Studio (all types)
    • Office XP
    • Carbon

    Steps to Reproduce Bug

    • Open a new project
    • Switch to one of the mentioned themes
    • Notice that layout+eventsheet ribbon looks as expected
    • Restart Construct 2, open a new project again
    • Notice that the layout+eventsheet ribbon is using the default theme instead of the selected one

    Observed Result

    Construct 2 doesn't load the correct theme for the layout+eventsheet ribbon and instead loads the default one.

    Visual Studio 2012 Blue Example (After Restart):

    Expected Result

    Construct 2 should load the correct theme for the layout+eventsheet ribbon after restart.

    Visual Studio 2012 Blue Example (Before Restart):

    Operating System and Service Pack

    Win 7 SP1

    Construct 2 Version ID

    r258 (This happened in previous releases as well.)

  • Oh right - yeah, SwiftShader won't be used there. For simplicity I'm just deploying the same files to both at the moment.

    Alright, thanks for the info.

  • Now the C3 runtime is in alpha we've started shipping Swiftshader with NW.js so we're ready it. (You can't export with the C3 runtime yet but we're ramping up in advance.)

    I know that C3 was going to get this soon but what I meant was that the recent C2 installer version also has the files. The C3 runtime will not be backported as far as I know so I guess there is no reason for Swiftshader to be inside the NW.js C2 installer (since C2 will keep using Canvas2d)?

  • Ashley just a quick question. I've downloaded v0.30.0 from the C2 NW.js download page and it has Swiftshader included.

    Is that intentional, does C2 support it now or did you forget to remove it while creating the installer?

  • I'm concerned, will C2 not get an update for rumble features since it's already stated Scirra is only bug fixing... I know that there has been focus on NW.js but I'm wondering about support for platforms that are more standardized regarding this feature (say for Xbox or Playstation) . Ashley I"m wondering if there is any possibility of this being added to something like the Xbox Live or Gamepad objects in the future? If not, is there any possibility it will find its way into C3 for consoles?

    Even if Ashley for some random reason decides to fully be against adding rumble support to the gamepad plugin, the community will come up with a custom "gamepad +" or similar plugin to get everyone covered. (Armaldio is already providing a paid plugin despite the current "experimental" status, it just costs a buck.)

    In terms of gamepad rumble support on consoles, Playstation is out of the question since it isn't supported at all and Xbox is as far as I know running "Edge" as the backend browser and there is currently no public support for this feature on Edge.

  • Hi TheRealDannyyy,

    I'm trying to release my first Construct 3 project, but I'm experiencing some trouble with the mac version.

    To sum it up : the "Run" command does not work on the Mac projector. My pdf embedded file does not open on mac, but it does on windows.

    I'm not sure if the reason for it is a non existent path in my command line (ie. Run "document.pdf" and not Run "/relativepath/document.pdf")

    Or is it because I do not have made the gatekeeper certificate of my app yet.

    Could you please help me ? Is it possible to reach you in private ?

    Thanks in advance.

    Mathieu

    If it works on Windows there is probably something going wrong in the Mac version of NWjs. There have been reports similar to this one in the past about wrongly recognized file paths by NW.js on OSX and Linux. Please provide the stuff below and I'll try my best to help you out:

    1. The NW.js Version You're Using

    > Can be found in the exporting dialog

    2. Packaged assets, yes/no?

    > First checkbox in the options tab inside the exporting dialog

    3. Minimal "dummy" project reproducing the issue

    > Please use an empty PDF file and remove any private information

    You can PM me if you want to but I'd prefer to keep things like this open so that others that run into the same issue know how to fix it.

    Cheers!

  • Basically I'm saying:

    - "ignore GPU blacklist" contradicts "use Swiftshader", because if you ignore the GPU blacklist, it will never use Swiftshader

    - there is currently no reason to use Swiftshader because we already have a software rendered fallback to canvas2d. However most people want their games to run faster, even with risk of glitches, so they use the "ignore GPU blacklist" setting, which disables software rendering.

    So there's no reason to do this now. We'll probably do it later though, since it makes sense for the C3 runtime - assuming you don't use "ignore GPU blacklist". Again, if you do, that literally disables Swiftshader, so...

    Alright got it. I guess if people really want the risk of glitches in their games for faster running games, then it doesn't matter that C2 won't use Swiftshader.

    Good to know that the new C3 runtime is going to use it though, thanks for the help!

  • Swiftshader is a software renderer. Software rendering is slow. People don't want their games to be slow. This is the whole reason the "Disable GPU blacklist" option exists: it will prevent the use of software rendering and ensure the game is fast using the GPU (at the risk of glitches due to known graphics driver bugs).

    I'm not sure what you're trying to say here, you would rather have our games to run "fast" with glitches instead of running them with slower but glitchless Swiftshader?

    I mean all it takes is to simply ship the files instead of removing them and it will be enabled automatically only if needed anyway.

    I know that Swiftshader is a software renderer but I haven't seen any solid evidence that it runs that much slower, I guess that's an assumtion based on the fact that hardware renderers are generally considered to be better and even if it would run slower, still a more viable option over running our games with glitches in my opinion.

    Further, SwiftShader is a software renderer for WebGL. If the GPU is blacklisted and the blacklist is enabled, then Construct games already drop back to canvas2d, which will probably be software rendered (and AFAIK that doesn't use SwiftShader).

    The C3 runtime will not use a canvas2d fallback so will need a software WebGL renderer. For that reason, we will probably include SwiftShader. Other than that, the only use case for this is pretty much: you want to use WebGL shader effects on a system with no hardware GPU at all. That's kind of a tiny niche, especially amongst gamers. I'm guessing you weren't aware that disabling the GPU blacklist would also disable Swiftshader, and the fact there is already an existing canvas2d software renderer.

    Thanks for the info but the fact that you've decided to drop canvas2d for swiftshader seems to go against your own arguments against using it.

    So Swiftshader is better than Canvas2d I guess? Why not simply drop canvas2d entirely for Swiftshader on both C2 and C3 exports instead of doing it just for C3?

  • This request is about adding support for Swiftshader in order to improve the general user experience with Construct 2 and 3's desktop game exports. Swiftshader makes it possible to use WebGL even on hardware with incapable GPUs. Users which previously couldn't run our games properly, could run them now with the help of this feature.

    Swiftshader is shipping by default within the Google Chrome browser on Windows and Linux. It will be enabled automatically when it's needed with incapable GPUs, which can be checked with navigating to 'chrome://gpu'.

    ...Swiftshader lets you use CSS 3D and WebGL even on hardware with incapable GPUs.

    h2]Sources: https://github.com/nwjs/nw.js/issues/6498, https://groups.google.com/forum/#!topic ... iOhx7GtPRA

    Construct 3 Desktop already added support for Swiftshader and our games should have support for it as well.

    I personally went out of my way to talk with the NW.js developer first and asked 3 questions regarding Swiftshader.

    It seems to have no downsides at all and the fact that Construct 3 Desktop already supports it, suggests that Scirra ( Ashley ?) knows how to implement it properly.

    Thanks for reading and I'd really appreciate an official response.

    ~TheRealDannyyy

  • Hello any updates on this? It's 2018 now..

    It's looking very promising this year, a lot of progress has been happening over the recent months. Experimental support is already included in Chrome M65 and only requires a js-flag to be switched. (I've been looking into NW.js support through chromium-args but it's currently bugged.)

    If you want to test out controller feedback yourself, please do the following:

    • Make sure you have a good controller that's supported and Chrome M65 or newer
    • Go to chrome://flags/#enable-gamepad-extensions (URL) and enable "Gamepad Extensions"
    • Go to this feedback testing project made by Armaldio
    • Press any button on your controller (if recognized it will be displayed on the top-left corner)
    • Fill in the required information and click on "rumble" (e.g. 0 | 1 | 1 | 1000)

    We're keeping an eye on feedback support and will surely create another topic with more info and even provide a custom plugin if needed.

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  • I think --ignore-gpu-blacklist would prevent the software renderer ever being used anyway. I guess if you literally don't have a GPU (or it's a headless system or some such) then it actually should fall back to the software renderer, so I guess it's better to remove --disable-software-rasterizer anyway. I think those systems are pretty rare, and surely nonexistent amongst gamers, so it's pretty academic. So it should be fine to just delete that flag, which is what the latest betas do.

    Thanks for the info!

    (Quick update: I've changed the "default" package.json files available in this topic with the most recent files that come with r256.)

  • TheRealDannyyy I noticed that when I use v0.29.0 and C2 R256 adding this arg

    --disable-software-rasterizer

    Causes rendering problems and the steam overlay is not loading, I actually don't remember why I added this arg, it was from something I probably read here before, but I can't locate any reference to it in your original post.

    Do I need this for something?

    This arg was there from the beginning and the removal of it is basically what the recent beta update did (maybe also some other minor runtime changes). As Ashley stated in the github Issue, this arg was mainly in place in order to ensure that we don't get software rendering. Important to note is that NW.js added Swiftshader support in v0.25.3 for Linux and Windows (no OSX support?), which lets you use WebGL even on hardware with incapable GPUs and I assume does the same job as the arg.

    In short, the mentioned arg didn't disable software rendering because of a bug and also disabled Swiftshader support, causing all sorts of problems in our games. From what I can tell this has been fixed in v0.29.1 and this might just be a temporally change but I personally don't see a reason to use this arg in the future because of Swiftshader support.

    This is all fairly complicated for me as well, maybe asking Ashley himself about all of this would be better if you experience any major issues.

  • It should now be possible to use v0.29.0 without any issues if you have Construct 2 R256.

    Please note that this beta update will wipe your package.json files clean, so I'd recommend doing a backup of those 3 files.

  • Can anyone tell me which NWjs version is the most stable and functional to use at this time?

    I'm still using 0.24.0, every time I'm thinking of upgrading I'm seeing posts about things that got broken, I don't have any issues with 0.24.0, but I do want to keep it as up-to-date as possible.

    Should I even upgrade or wait for 0.30.0 to come around?

    By default I would always go with the most recent version, in this case v0.30.0, however currently it would be v0.28.0 judging based on bugfixes.

    I'd just wait for v0.30.0 because that's going to be a good release with some beefy new features (spoiler: experimental gamepad rumble support).

  • I was wondering if any one is having a similar problem I'm having with NWJS v0.29.0 in which Effects are no longer working and using the fallback. NWJS v0.28.0 works fine though. Running C2 r250. (Could that be it?)

    EDIT: Just to add some images illustrating the problem.

    This is the base image.

    <img>

    There's a green background (TiledBackground) that goes over this with an Effect: Multiply. In v0.28.0 Chromium 64, it works as expected, and this is how it looks:

    <img>

    In v0.28.0 Chromium 65 it looks like this:

    <img>

    Also other effects don't seem to work as well. They simply don't show up.

    I'm not knowledgeable enough to know if this is related to Chromium itself -- I tried looking for instances of rendering errors using WebGL effects, etc but couldn't find anything relevant -- so I'm not sure where the 'bug' lies. Any hints? Thanks!

    [EDIT]

    I've upgraded to C2 r255, but no, that doesn't seem to change anything.

    That is a known issue and effects are not working because WebGL isn't running as it's supposed to. This has already been fixed in all versions after NWjs v0.29.0 but I guess Ashley is waiting for a main release (v0.30.0) before uploading the most recent working version. Currently the only options we have is to use versions before v0.29.0 or manually install the subversion from HERE.