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 Post subject: Game keeps starting in fullscreen though unticked
PostPosted: Tue 31 May, 2011 3:11 am 
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Shortbus

Joined: Tue 31 May, 2011 3:03 am
Posts: 3
Hi, I'm not sure how to get the game to start in windowed mode. Though I untick fullscreen in the pre game configuration, it still starts in fullscreen. When done ingame and restart the game, it defaults back to fullscreen anyway. Alt-Enter does not seem to function. I've tried this at nearly every resolution. Please advise. Thank you.


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 Post subject: Re: Game keeps starting in fullscreen though unticked
PostPosted: Tue 31 May, 2011 2:58 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1764
Hmm, that is really odd. There is a console.log fine where your SpazGame.exe is located. Could you please post that?


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 Post subject: Re: Game keeps starting in fullscreen though unticked
PostPosted: Tue 31 May, 2011 4:10 pm 
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Shortbus

Joined: Tue 31 May, 2011 3:03 am
Posts: 3
Edit: Doh, just noticed what was causing the problem. I had set my display to 16-bit to run MOO3, and apparently SPAZ can't run windowed in 16-bit. It's working now in 32-bit true colour. I posted the log anyway just in case you still want to see it.

//-------------------------- 5/31/2011 -- 23:08:00 -----
Processor Init:
Intel (unknown, Pentium Pro/II/III family), ~2.70 Ghz
(timed at roughly 2.70 Ghz)
FPU detected
MMX detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions

Input Init:
DirectInput enabled.

Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Loading compiled script C:/Program Files (x86)/Indie Games/Space Pirates and Zombies/common/main.cs.
Loading compiled script C:/Program Files (x86)/Indie Games/Space Pirates and Zombies/game/main.cs.
% - Initializing Common
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
loading controls
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 640x480x16 (fs)...
Changing the display settings to 640x480x16...
Creating a new full-screen window...
Acquiring a new device context...
Pixel format set:
16 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce GT 230/PCI/SSE2
Version: 3.3.0
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
3DFX_texture_compression_FXT1

Max Texture Size reported as: 8192
Activating the OpenGL display device...
Activating the OpenGL display device...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context ...
Releasing the device context...
Destroying the window...
Setting screen mode to 640x480x16 (fs)...
Changing the display settings to 640x480x16...
Creating a new full-screen window...
Acquiring a new device context...
Pixel format set:
16 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce GT 230/PCI/SSE2
Version: 3.3.0
Resurrecting the texture manager...
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
3DFX_texture_compression_FXT1

Max Texture Size reported as: 8192
OpenAL Driver Init:
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3


Torque Game Builder (v1.7.5) initialized...
OpenGLDevice::setScreenMode - device or desktop color depth does not allow windowed mode!
Setting screen mode to 1600x900x16 (fs)...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context...
Releasing the device context...
Destroying the window...
Changing the display settings to 1600x900x16...
Creating a new window...
Acquiring a new device context...
Pixel format set:
16 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Resurrecting the texture manager...
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
Restoring the desktop display settings (1920x1080x16)...


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 Post subject: Re: Game keeps starting in fullscreen though unticked
PostPosted: Wed 01 Jun, 2011 12:25 am 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1764
Ahh, ok thanks. It is actually good to know perhaps for other people with the same issue.


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