![]() Either way, since Windows 8, everything is always handled in 32-bit mode. If you use that patch, adding - 32bpp parameter to the game's shortcut target field will also affect menu screens, which were hardcoded to always switch the screen to 16-bit color depth. From what I can tell, Windows exposes 16-bit color depth the fist time application or game is launched and pretends it's available on subsequent launches as well if app tried such color depth setting, otherwise it's unavailable on subsequent launches and API calls made on behalf of the app to change screen color depth to unsupported values fail. I don't remember this on older Windows 10 builds, though I don't exclude the possibility that there's something odd about my particular installation (or that it did happen, but forgot about it.).Ĭolor depth setting shouldn't make difference on modern Windows in terms of transitions. Can't see the menus in Direct3D after pause, unless I Win + Shift + Right arrow the window to the 2nd screen.īlue-Shift also changes cursor shape a bit and for some reason, mouse movement while in main menu is really choppy. I noticed with standalone Blue-Shift (could be the same for Half-Life 1.0.1.6, only have 1.1.1.0 for reference ATM), transitions magically start working properly if you change accent color in Settings app-> Personalization-> Color, but only if the checkbox Title bars and window borders is checked and you have already loaded the saved game or started the new one, just so the graphics stuff is initialized. ![]() Interestingly, it still works as intended on Windows 8.1. The menu window is actually active when you press ESC, just obscured. You're not the only one noticing this behavior on Windows 10. The menus are contained in separate GDI rendered windows (each submenu actually shows new window above the previous one) with some DirectDraw bits slapped in between. It probably can't be fixed without modifying the code dealing with menus and transitions between game and menu windows. I also tried completely updating the game and this issue still occurred. I couldn't find anyone else with this issue online, and I can't play the version of the game that I'm currently using (1.0.1.6) with Xash. I can use all three renderers in windowed mode and get the menu to come up, but not in fullscreen. OpenGL is the only one that works at the capped 72 FPS in game but I get the menu bug. Well, if I use software, in game I can only see my desktop, and with Direct3D, I can start a level (at a low FPS though) and if I hit escape, the menu comes up, but if I try to go back into the game I get the same issue with software where I can only see my desktop. If not, then all I can suggest is the the tedious job of looking on various Half-Life forums to see if anyone has a similar problem, and how they fixed it. Hopefully that will work without problems. I can't think of anything to fix it, sorry, but does it do it in all the renderers in the options screen, including software? If not, then that might be a clue towards the cause.įirst of all, though, you might want to try the Windows Engine port, Xash3D.
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