# HG changeset patch # User Jason Maltzen # Date 2016-02-11 01:41:41 # Node ID 7153f177fbab007283aa28c812b6d17742a1e6d9 # Parent 5d0a31247a93da065757ddec625de4cbd6880ca0 # Parent 80f508919d8b3a84370c3d772abb7cdf99608a40 Merge diff --git a/README.md b/README.md --- a/README.md +++ b/README.md @@ -10,6 +10,7 @@ ingredient reactions in [A Tale in the D * Supports multiple character profiles. * Can export to [PracticalPaint](http://www.atitd.org/wiki/tale7/File:PracticalPaint.Zip) data format. * Includes simulator for experimenting with recipes without spending ingredients. +* Includes a recipe generator ## Tale 7 @@ -23,7 +24,7 @@ in the game. You can always find the available downloads, on [the download page](https://bitbucket.org/Malkyne/desert-paint-lab/downloads). -The most recent version is [T7 Release Candidate 10](https://bitbucket.org/Malkyne/desert-paint-lab/downloads/DesertPaintLab_T7_RC10.zip). For Mac, you can download a [dmg containing a Mac app bundle](https://bitbucket.org/Malkyne/desert-paint-lab/downloads/DesertPaintLab_T7_RC10.dmg). +The most recent version is [T7 Release Candidate 10](https://bitbucket.org/Malkyne/desert-paint-lab/downloads/DesertPaintLab_T7_RC11.zip). For Mac, you can download a [dmg containing a Mac app bundle](https://bitbucket.org/Malkyne/desert-paint-lab/downloads/DesertPaintLab_T7_RC11.dmg). This application should run under Mono on Mac, Linux, and Windows. If you are on Windows, and do not have Mono installed, you can install [GTK# for .NET](http://www.mono-project.com/download/#download-win), @@ -82,6 +83,10 @@ When you're done testing your reactions, If you are running on a multi-screen system, or a very high-resolution screen, you may find that Desert Paint Lab is rather slow in determining paint reactions. That's because you have a lot of screen real-estate to scan, to look for the Pigment Lab dialog. You can speed up the scanning process by ensuring that your Pigment Lab Dialog is as far to the upper-left of the screen as possible. +### Multiple Displays + +When Desert Paint Lab asks for the resolution for a multiple-display setup, enter the combined resolution of all displays. Generally the detected default for this will be correct. For example, two 1920x1080 displays in a side-by-side configuration would be a combined resolution of 3840x1080. In a stacked configuration, they would be 1920x2160. + ### Retina / High-Density Screens High DPI screens may be displaying the game at something other than a 1:1 game-pixel to screen-pixel ratio. These screens didn't exist, back when Desert Paint Lab was created. The current version now prompts you for your screen resolution when it starts to work around this. If you see a crash when trying to capture a reaction, it's likely because the resolution is incorrect. For example, Snoerr's MacBook Pro has a retina screen with a resolution of 2880x1800. Mono (and therefore DesertPaintLab) detects it as having a resolution of 1440x900. He enters his resolution as 2880x1800 and sets the Game pixel width in screen pixels to 2.