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  #1645  
Old December 6th, 2016, 06:03 PM
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Re: VirtualScape 1.070 available

If you right click on the .exe you should see a compatibility tab. Mess with that

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  #1646  
Old December 6th, 2016, 06:50 PM
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Re: VirtualScape 1.070 available

Quote:
Originally Posted by superfrog View Post
Anybody have any help on why VirtualScape turns everything black (except start zone dots) when I try to render a high quality image?

I'm running Windows 10, a new machine I got a couple weeks ago.
You're not alone...even though I use Windows 7, I still haven't been able to get VS to render High quality images for me (turns black also).

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  #1647  
Old December 7th, 2016, 02:01 PM
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Re: VirtualScape 1.070 available

I have the problem. I found a solution but I'm not sure if it could work for every one... ^^

When I open Virtualscape in a "normal" way (i.e. double-clic...), it runs with the basic graphic card. There I have the issue.
But if if right-click the .exe and launch with my dedicated graphic card (GTX 850M), then I have no problem.


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  #1648  
Old February 3rd, 2017, 03:32 PM
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Re: VirtualScape 1.070 available

Quote:
Originally Posted by DanieLoche View Post
I have the problem. I found a solution but I'm not sure if it could work for every one... ^^

When I open Virtualscape in a "normal" way (i.e. double-clic...), it runs with the basic graphic card. There I have the issue.
But if if right-click the .exe and launch with my dedicated graphic card (GTX 850M), then I have no problem.
Is this a new fancy graphics card, or an old outdated graphics card?

Does anyone have a more general solution here? Has anyone tried running VS in compatibility mode?
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  #1649  
Old February 3rd, 2017, 04:07 PM
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Re: VirtualScape 1.070 available

I haven't looked in detail of how thorny it is to build. @capsocrates , have you by chance? Perhaps we're lucky and a more recent recompile with updated versions of libraries is all that is needed. (?)

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  #1650  
Old February 3rd, 2017, 04:12 PM
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Re: VirtualScape 1.070 available

Quote:
Originally Posted by Xorlof View Post
I haven't looked in detail of how thorny it is to build. @capsocrates , have you by chance? Perhaps we're lucky and a more recent recompile with updated versions of libraries is all that is needed. (?)
It's thorny. I do have it compiling on Windows 10 with Visual Studio 2015. I'm not sure it's very stable, though.

I have been working* on getting it to compile cleanly (no warnings) and on removing unused files (there is a lot there from when Zzzzz was hoping Hasbro would let him make it a game engine). I don't remember if my code is committed to a branch on github yet or still just locally committed.

*I haven't touched it since probably October or November, though

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  #1651  
Old February 4th, 2017, 02:05 PM
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Re: VirtualScape 1.070 available

Quote:
Originally Posted by dok View Post
Quote:
Originally Posted by DanieLoche View Post
I have the problem. I found a solution but I'm not sure if it could work for every one... ^^

When I open Virtualscape in a "normal" way (i.e. double-clic...), it runs with the basic graphic card. There I have the issue.
But if if right-click the .exe and launch with my dedicated graphic card (GTX 850M), then I have no problem.
Is this a new fancy graphics card, or an old outdated graphics card?
None of them. It is a laptop graphic card by Nvidia, released in 2014 (thus not a new fancy one ^^), but still doing pretty well (photoshop, solidworks, or games like Shadows of Mordor, the Witcher 1,2 are running at good quality settings).


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  #1652  
Old February 18th, 2017, 01:41 PM
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Re: VirtualScape 1.070 available

Has anyone figured out a way to add the Arena of the Planeswalkers terrain to Virtualscape?
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  #1653  
Old February 22nd, 2017, 01:19 PM
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Re: VirtualScape 1.070 available

Quote:
Originally Posted by mistercharlie View Post
Has anyone figured out a way to add the Arena of the Planeswalkers terrain to Virtualscape?
Do you just mean the ruin? The rest is just Heroscape terrain by another name, no?

Could be tricky but someone could potentially add it in as a "personal terrain" tile. Otherwise I think it's fairly similar in shape to the marvel ruin, right?
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  #1654  
Old February 22nd, 2017, 05:48 PM
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Re: VirtualScape 1.070 available

Quote:
Originally Posted by dok View Post
Quote:
Originally Posted by mistercharlie View Post
Has anyone figured out a way to add the Arena of the Planeswalkers terrain to Virtualscape?
Do you just mean the ruin? The rest is just Heroscape terrain by another name, no?

Could be tricky but someone could potentially add it in as a "personal terrain" tile. Otherwise I think it's fairly similar in shape to the marvel ruin, right?
I was actually referring to the cardboard sheets of 'terrain' it comes with.

I like to use those as a base to build up from occasionally. What I've been doing in virtualscape is using single hexes to make up the larger (9x6) cardboard bases that come with AoTP.
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  #1655  
Old February 22nd, 2017, 06:00 PM
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Re: VirtualScape 1.070 available

Quote:
Originally Posted by mistercharlie View Post
Quote:
Originally Posted by dok View Post
Quote:
Originally Posted by mistercharlie View Post
Has anyone figured out a way to add the Arena of the Planeswalkers terrain to Virtualscape?
Do you just mean the ruin? The rest is just Heroscape terrain by another name, no?

Could be tricky but someone could potentially add it in as a "personal terrain" tile. Otherwise I think it's fairly similar in shape to the marvel ruin, right?
I was actually referring to the cardboard sheets of 'terrain' it comes with.

I like to use those as a base to build up from occasionally. What I've been doing in virtualscape is using single hexes to make up the larger (9x6) cardboard bases that come with AoTP.
Yeah, that seems like a perfectly good solution. Whenever I've designed something with the base lexan playmats underneath, I did it by making just such a level 1 base sheet.
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  #1656  
Old February 23rd, 2017, 10:58 AM
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Re: VirtualScape 1.070 available

If someone did add the items from magic Arena of the Planeswalkers that would allow use of those items easier in map contests and when using them to build maps.

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