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RE: 2560x1600 resolution problem

Posted: Sun Oct 23, 2011 5:06 pm
by kcnicho
Hi Lieste,

All very good points, and thanks for replying.

I do realize this affects only a small portion of the user community, and I apologize if I made it seem a bigger issue than it is. There are not a lot of people who have this large of a monitor at all, and even smaller portion that both have this monitor and also want to play BFTB in full 2560x1600 native resolution glory. I can't speak for the ultimate profit they make on each copy sold either, but your numbers sound reasonable. I also don't have a clue how many total copies of BFTB will be sold to amortize any of the "costs of doing business" over, nor how large this company is. 2 people? 20 people? 200 people? Don't have a clue.

I guess part of it is the game is supposed to work at this resolution, it's documentation states that it does, and there's a select button for it, but it doesn't, and from the sounds of it, it was never tested. Sure, bugs happen, and clearly this was an unintentional bug, so no problem there. I work in software development, so I know how that goes. They have limited resources, and they need to devote those resources to fixing the "high payoff" issues, I get that. They run a business and have to make a profit. But besides how many people are affected, one other part of the equation in determining whether to fix a problem or not is how much it costs to fix it. if it's: "few people affected and expensive to fix", that means it doesn't get fixed. if it's: "lots of people affected and easy to fix" that means it gets fixed. I think we're more in the: "few people affected and relatively easy to fix" category (obviously my guess, I don't know). From Dave's post, maybe the size of some buffers need to be increased?

Do I think this deserves a special release to fix this one problem? Of course not. All I ask is that they put it back on their "to do" list (ok, fine, near the bottom), and at least take a shot at fixing it. Clearly this isn't seen as a high-priority issue at Panther, since it's been around for a year and a half. However, this is an important issue to *me*, and that's why I posted about it. If customers don't post about what is keeping them from purchasing a product, how would developers know? If I'm alone in thinking it's important, then it will never get fixed, they will lose 1 single sale for this title, and life goes on, no big deal.

In fact, if Dave or any of the developers at Panther Games really cannot find a 2560x1600 resolution monitor to check if their fix works, and that's really (really?!) the only thing holding them back, then I'd be glad to be their beta tester for this fix.

- Kevin

RE: 2560x1600 resolution problem

Posted: Sun Oct 23, 2011 8:54 pm
by Arjuna
Kevin,

Rest assured it is being looked at. I am not holding up Patch #2 for it ( as I'd risk being lynched ) but will endeavour to resolve it in time for the HTTR Ex Pack release. I appreciate your offer to help test it. I'll PM you if we need you. Thanks for your patience.

RE: 2560x1600 resolution problem

Posted: Wed Oct 26, 2011 2:07 am
by kcnicho
Thanks Dave!

Looking forward to it.

- Kevin

RE: 2560x1600 resolution problem

Posted: Wed Jun 06, 2012 1:52 am
by kcnicho
Hey Guys,

I notice there's a sale on for CO:BFTB for the next few days so I thought I'd check back in and see what's been happening over the last 8 months. Looks like there have been some updates to the game, and I'm hoping that means this problem has been addressed?

Can anyone tell me if the 2560x1600 resolution bug has been fixed in any of the updates (either 2560x1600 working, or allow it to run in a window at lower resolution)? If so, I'd really like to pick this title up.

I tried applying the patches to the demo version, but they all require a serial number, so I can't really test it using the demo.


Thanks,

- Kevin

RE: 2560x1600 resolution problem

Posted: Wed Jun 06, 2012 2:28 am
by Panther Paul
ORIGINAL: kcnicho
Can anyone tell me if the 2560x1600 resolution bug has been fixed in any of the updates (either 2560x1600 working, or allow it to run in a window at lower resolution)? If so, I'd really like to pick this title up.

I think I have worked out what the issue is, but it is not corrected as yet.

The cause is the map draw cache, it caches X number of map segments (portions of the map) and throws them away when it needs a new one. The code assumes though that there are always enough segments cached to draw the whole map once all the missing bits have been rendered. On such a large screen though the total number of cached segments does not cover the whole window, so it throws away needed segments before it has a chance to use them.

We therefore need to increase the number of cached segments, will try to get this fix in for the next patch.