August 12, 2016

Electric Eye and RomTerraria Update

Electric Eye

I've got two bugs left to fix before I can release Electric Eye v1.8.0 to partners.  As soon as those two bugs are fixed, I'll be handing the source code for Electric Eye off to legal so they can start the process required for open sourcing the tool.


I felt really disappointed earlier this week because I couldn't figure out how to properly scale the in-game GUI.  Since then, I think I may have figured out a way to actually provide in-game GUI scaling at the risk of making it so that RomTerraria is a bit more fragile across updates.

I'll be doing some experiments once I get Electric Eye v1.8.0 out to partners.

Update: If you want to track my progress on UI scaling, follow the issue on GitHub.

A preview...

July 21, 2016

RomTerraria and Terraria

I'm at work, but I'm seeing reports that RomTerraria is having problems working with Terraria  I'm not going to be home until late tonight, but I'll look into it when I get home.

[Update 1:  7/23/2016, 2:25pm.  I've been able to replicate the crash that people are reporting locally.  Working on a fix now.]

[Update 2:  7/23/2016, 2:30pm.  Unfortunately, the crash isn't consistently reproducible.  I get a null pointer dereference sometimes when I start the game, but if I relaunch, the dereference doesn't happen.]

[Update 3: 8/13/2016, 6:17pm.  Crash workaround found!  After you reset your copy of Terraria, and before you patch it with RomTerraria, you must run the game stock once.  After that, you can patch it and it'll work just fine.  It may still occasionally crash on the first launch after a system reboot, however.]

June 21, 2016

Vacation Coming

I'm going to be in New Orleans from June 23 through June 27.

During that time, I'm going to be responding to very little.

RomTerraria Multimon Update

I've been informed that RomTerraria is having issues when 1.3.1.x when running in cooperative fullscreen mode on multiple monitors with different resolutions.

I'm investigating the problem, but do not have an ETA for a fix.

Minor update: Still haven't been able to dig deep.  If you are affected, want to help, and are technically savvy, the code is in GitHub.