December 10, 2011

RomTerraria Update #2 for 1.1

In this build:

- Additional checkbox in place to allow you to downscale the size of the backgrounds by 75% at the expense of some visual issues for now.  The new backgrounds look great, but some of them take up to 16MB of VRAM each.  I'll work on the visual issues once I find a way to replace two behaviors.

- Additional work to try to get Eyefinity working again.  If your Radeon card is properly set up for Eyefinity, please leave the resolution settings set to "Let Terraria handle my game's resolution" and see if your resolution appears in the list.

- CTRL Tooltips updated to work on new "workbench" tiles.  Still incomplete for all other tile types.

Still working on map and performance enhancements.

8 comments:

omegapatten said...

Tried what you said with eyefinity and my resolution shows up but after selecting that resolution and clicking back the game crashes and im left with an error

Michael Russell said...

omegapatten,

Can you please pull out the stack trace from your My Documents\My Games\Terraria\Stack Traces folder and post it here?

omegapatten said...

Here ya go.
Link to a picture of the error also.

http://my.imageshack.us/v_images.php


[System.InvalidOperationException] A previous Draw call threw an unhandled exception. See InnerException for details.

at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at RomTerraria.Program.Main()

[System.ArgumentOutOfRangeException] Resource size must be greater than zero.
Parameter name: height

at Microsoft.Xna.Framework.Graphics.Texture2D.ValidateCreationParameters(ProfileCapabilities profile, Int32 width, Int32 height, SurfaceFormat format, Boolean mipMap)
at Microsoft.Xna.Framework.Graphics.RenderTarget2D.CreateRenderTarget(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat, Int32 preferredMultiSampleCount, RenderTargetUsage usage)
at Microsoft.Xna.Framework.Graphics.RenderTarget2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, SurfaceFormat preferredFormat, DepthFormat preferredDepthFormat)
at Terraria.Main.InitTargets()
at Terraria.Main.Draw(GameTime gameTime)
at RomTerraria.GameLauncher.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Paint(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameWindow.OnPaint()
at Microsoft.Xna.Framework.WindowsGameWindow.mainForm_Paint(Object sender, PaintEventArgs e)

omegapatten said...

woops

http://imageshack.us/photo/my-images/828/captureopz.png/

Michael Russell said...

omegapatten,

Please rename or delete the file My Documents\My Games\Terraria\config.dat. It looks like a corrupt height value was stored in the file.

Then update the launcher and try again.

Tek said...

Right about the time this update came out (Update #2 for 1.1), the custom resolution function stopped working. With 1600x900 selected, it reverts to the standard 800x600 at launch. I hadn't had any issues prior.

I'm using Vista Home Premium x64 and a Geforce 9800 GT, if that helps.

I'd also just like to say I appreciate the work you've put into RomTerraria.

Michael Russell said...

Tek,

I'll look into it. Due to a lot of code changes in the guts of Terraria, custom resolutions are a bit of a mess at the moment.

For now, please try to let Terraria manage its own resolutions until I get something more flexible in place.

Tek said...

Understood. I'm using Terraria Wrapper at the moment to get my widescreen fix until the RomTerraria situation is sorted out, so no rush.