What happens if you remove USR: assign? I just ran the program without one and it still worked with PROGDIR: / relative paths just like the original README suggests.
It is a pity that hardware surface has problems, because the game becomes very smooth even on HD screens. Tried it and everything seems to work, except the texts in dialogs, buttons, loot etc.
It would be great if someone could have a look on that.
On my Sam460, the game is very slow in fullscreen mode. It was exactly the same with the previous version. If I switch to window mode, then, I must edit the config file and change screenmode to 1024X768. I can play quiete well but it's not smooth. With older versions, it was smoother. Is there a way to improve that ? Thanks
Sam460ex Os4.1 Final Edition 2GB Fast Memory envy 24 HT sound card HD R9 TRIX 280X 3GO GDDR5
The minimum resolution should be 640 by 480, so that change gives NOT a 156 % speed increase (other things need doing than minding the bus), but is probably still substantial.
If people can run OpenGL ES 2.0 then here is one trick that can be tested.
setenv SDL_RENDER_DRIVER opengles2
and restart flare. I haven't tested this myself other than for the setenv general behaviour: it works for "software", "compositing" and "opengl" ("opengl" can't be used due to missing render targets, though).
@Capehill But should that "setenv SDL_RENDER_DRIVER opengles2" works at all with plain opengl apps ? Imho it can't and shouldn't , as not only plain GL use more functions than GLES, but also creation of context, handling of it and co are different.
@Capehill I still didn't get. I mean, does not matter what, but opengl app can't works over opengles as it (only wrappers can help there, like gl4es one). Even if it not pure context creation, but just some renderer , still ogles2 renderer will works only over ogles2 context , which will mean nothing will works in opengl app which targeted to opengl calls, and not to opengles ones. Right ?:)
I mean, how it supposed to work, if one compile pure opengl app with opengl calls, over ogles2 renderer, if, its just different in context meaning and gl calls ?
Application doesn't need to know anything about drivers or versions if it uses the renderer subsystem. Flare, for example, is not an OpenGL application. Quake 3 is.
Based on a very brief look at Flare's code, it either requests a SW or HW renderer. Meaning that by default, "compositing" renderer will be preferred in case of HW acceleration, unless programmer or user sets a hint.