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Windows GMS 1.4 to 2.0 compatibility problem

G

Goczku

Guest
Hello guys,

Im converted GMS 1.4 project to version GMS 2.0 ofc game is running without any problems, but the main problem is with backgrounds... currently all of my backgrounds are changed into tiles in sprites and tiles in tiles of GMS 2.0 folder trees . Game is lagging as 💩💩💩💩 and i cant see any of my old backgrounds for example menu, pause menu, backgrounds in game, so my main question is now:

Is any solution to solve this kind of problem ???
 
G

Goczku

Guest
Hello guys I am new here,

Im converted GMS 1.4 project to version GMS 2.0 ofc game is running without any problems, but the main problem is with backgrounds... currently all of my backgrounds are changed into tiles in sprites and tiles in tiles of GMS 2.0 folder trees. Game is lagging as f@ck and i cant see any of my old backgrounds for example menu, pause menu, backgrounds in game, so my main question is now:



Screens from GMS 1.4

backgrounds:


Screens from GMS 2:

tiles in sprite trees:


Tileset:


And here is compatibility script report:

Converting GML script: MACRO: GM_version
Converted string - line 1: '100' -> "100"
Converting GML script: ${project_dir}\scripts\centerViewOnMe\centerViewOnMe.gml
Converted builtin - line 4: view_xview[0] = gvX -> __view_set( e__VW.XView, 0, gvX )
Converted builtin - line 5: view_yview[0] = gvY -> __view_set( e__VW.YView, 0, gvY )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Centrowanie widoku();

Converting GML script: ${project_dir}\scripts\notInView\notInView.gml
Converted builtin - line 8: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 8: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 8: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 8: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 8: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 8: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Bufor widoku;

Converting GML script: ${project_dir}\scripts\piorun_auto\piorun_auto.gml
Converted builtin - line 20: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 20: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 12: view_wview -> __view_get( e__VW.WView, 0 )

Converting GML script: ${project_dir}\scripts\score_add\score_add.gml
Converted description /// @description score_add(name,score)
/// @param name
/// @param score

Converting GML script: ${project_dir}\scripts\score_save\score_save.gml
Converted description /// @description score_save

Converting GML script: ${project_dir}\scripts\score_sort\score_sort.gml
Converted description /// @description score_sort

!!! Font fontIntro uses a font (Channel) not installed on this system - Font has NOT been regenerated
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fontIntro\fontIntro.gms1.png
Font fntScore has been converted to font family Comic Sans MS (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fntScore\fntScore.gms1.png
Font fnt_pwrup has been converted to font family Euphemia (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fnt_pwrup\fnt_pwrup.gms1.png
Font fn_plansza has been converted to font family Tahoma (Bold)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fn_plansza\fn_plansza.gms1.png
Font fn_introtekst has been converted to font family Tahoma (Bold)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fn_introtekst\fn_introtekst.gms1.png
Font imie has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\imie\imie.gms1.png
Font global_fnt_textbox has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\global_fnt_textbox\global_fnt_textbox.gms1.png
Font fn_punkty has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fn_punkty\fn_punkty.gms1.png
Font font0 has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font0\font0.gms1.png
Font font1 has been converted to font family Arial (Bold)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font1\font1.gms1.png
Font gmt_font has been converted to font family Segoe UI Light (Light)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\gmt_font\gmt_font.gms1.png
Font gmt_font_button has been converted to font family Segoe UI Light (Light)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\gmt_font_button\gmt_font_button.gms1.png
Font gmt_font_title has been converted to font family Segoe UI Light (Light)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\gmt_font_title\gmt_font_title.gms1.png
!!! Font fnt_Arial11 font family Algerian is installed but couldn't match style - Font has NOT been regenerated
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fnt_Arial11\fnt_Arial11.gms1.png
!!! Font fnt_Drzwi_brama font family Algerian is installed but couldn't match style - Font has NOT been regenerated
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fnt_Drzwi_brama\fnt_Drzwi_brama.gms1.png
Font f_normal has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\f_normal\f_normal.gms1.png
Font f_other has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\f_other\f_other.gms1.png
Font font_text has been converted to font family Trebuchet MS (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font_text\font_text.gms1.png
Font fButton has been converted to font family Courier New (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fButton\fButton.gms1.png
Font font19 has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font19\font19.gms1.png
Converting GML script: ${project_dir}\objects\obj_spawn_bulwa\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_spawn_bulwa\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_respawn_kostek\Create_0.gml
Converted description /// @description respawn kostka

Converting GML script: ${project_dir}\objects\obj_respawn_kostek\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\respawn_anatola_po_bugu\Create_0.gml
Converted description /// @description respawn Anatola

Converting GML script: ${project_dir}\objects\respawn_anatola_po_bugu\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_nowy_wrog_respawn\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_nowy_wrog_respawn\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_spawn\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_spawn\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_respawn_antos\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_respawn_antos\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_spawn_gerwazy\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_spawn_gerwazy\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_spawn_rysiu_chodzi\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_spawn_rysiu_chodzi\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_spawn_rysiu\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_spawn_rysiu\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_spawn_dino\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_spawn_dino\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_spawn_bandyta\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_spawn_bandyta\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_enemy_smoczek\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_enemy_smoczek\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_respawn_pszczolka\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_respawn_pszczolka\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_respawn_nietoperz\Create_0.gml
Converted description /// @description respawn bulwy

Converting GML script: ${project_dir}\objects\obj_respawn_nietoperz\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_respawn_mumia\Create_0.gml
Converted description /// @description respawn mumia

Converting GML script: ${project_dir}\objects\obj_respawn_mumia\Alarm_0.gml
Converted description /// @description tworzenie instancji mumia

Converting GML script: ${project_dir}\objects\obj_respawn_mumia\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_respawn_duszek\Create_0.gml
Converted description /// @description respawn duszek

Converting GML script: ${project_dir}\objects\obj_respawn_duszek\Alarm_0.gml
Converted description /// @description tworzenie instancji duszek

Converting GML script: ${project_dir}\objects\obj_respawn_duszek\Step_0.gml
Converted description /// @description czasowy respawn wroga

Converting GML script: ${project_dir}\objects\obj_game_over_stop\Create_0.gml
Converted description /// @description dzwiek game over

Converting GML script: ${project_dir}\objects\obj_global_controller\Create_0.gml
Converted description /// @description Ustawienia

Converting GML script: ${project_dir}\objects\obj_global_controller\Destroy_0.gml
Converted description /// @description Czyszczenie systemu efektow

Converting GML script: ${project_dir}\objects\obj_global_controller\Step_1.gml
Converted builtin - line 5: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 6: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 6: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 2: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 5: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 7: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 3: view_wport[0] = window_get_width( -> __view_set( e__VW.WPort, 0, window_get_width( )
Converted builtin - line 2: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 5: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 7: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 4: view_hport[0] = window_get_height( -> __view_set( e__VW.HPort, 0, window_get_height( )
Converted description /// @description Wyswietlanie widoku okna gry
Converted builtin - line 5: view_hview[0] = __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) -> __view_set( e__VW.HView, 0, __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) )

Converting GML script: ${project_dir}\objects\obj_global_controller\Step_0.gml
Converted description /// @description restart

Converting GML script: ${project_dir}\objects\obj_game_controller\Create_0.gml
Converted builtin - line 21: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 22: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 23: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 24: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 25: view_object[0] -> __view_get( e__VW.Object, 0 )
Converted description /// @description Ustawienia globalne

Converting GML script: ${project_dir}\objects\obj_game_controller\Step_2.gml
Converted builtin - line 36: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 15: view_xview[0] -= (view_wview[0]-tempW)/2 -> __view_set( e__VW.XView, 0, __view_get( e__VW.XView, 0 ) - ((view_wview[0]-tempW)/2) )
Converted builtin - line 37: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 16: view_yview[0] -= (view_hview[0]-tempH)/2 -> __view_set( e__VW.YView, 0, __view_get( e__VW.YView, 0 ) - ((view_hview[0]-tempH)/2) )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 4: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 11: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 12: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 19: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 21: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 29: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 29: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 36: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 9: view_wview[0] = view_hview[0]/view_hport[0]*view_wport[0] -> __view_set( e__VW.WView, 0, view_hview[0]/view_hport[0]*view_wport[0] )
Converted builtin - line 20: view_wview[0] = room_width -> __view_set( e__VW.WView, 0, room_width )
Converted builtin - line 25: view_wview[0] = view_hview[0]/view_hport[0]*view_wport[0] -> __view_set( e__VW.WView, 0, view_hview[0]/view_hport[0]*view_wport[0] )
Converted builtin - line 2: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 5: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 8: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 23: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 30: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 30: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 37: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 24: view_hview[0] = room_height -> __view_set( e__VW.HView, 0, room_height )
Converted builtin - line 7: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 12: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 21: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 7: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 12: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 21: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted description /// @description Widok
Converted builtin - line 36: view_xview[0] = round(min(max(0,lerp(__view_get( e__VW.XView, 0 ),gvX,.15)),room_width-__view_get( e__VW.WView, 0 ))) -> __view_set( e__VW.XView, 0, round(min(max(0,lerp(__view_get( e__VW.XView, 0 ),gvX,.15)),room_width-__view_get( e__VW.WView, 0 ))) )
Converted builtin - line 37: view_yview[0] = round(min(max(0,lerp(__view_get( e__VW.YView, 0 ),gvY,.15)),room_height-__view_get( e__VW.HView, 0 ))) -> __view_set( e__VW.YView, 0, round(min(max(0,lerp(__view_get( e__VW.YView, 0 ),gvY,.15)),room_height-__view_get( e__VW.HView, 0 ))) )
Converted builtin - line 15: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 11: view_wview[0] = lerp(__view_get( e__VW.WView, 0 ),gvW,.3) -> __view_set( e__VW.WView, 0, lerp(__view_get( e__VW.WView, 0 ),gvW,.3) )
Converted builtin - line 9: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 16: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 25: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 8: view_hview[0] = lerp(__view_get( e__VW.HView, 0 ),gvH,.3) -> __view_set( e__VW.HView, 0, lerp(__view_get( e__VW.HView, 0 ),gvH,.3) )
Converted builtin - line 12: view_hview[0] = __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) -> __view_set( e__VW.HView, 0, __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) )
Converted builtin - line 21: view_hview[0] = __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) -> __view_set( e__VW.HView, 0, __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) )
Converted builtin - line 9: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 25: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 9: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 25: view_hport[0] -> __view_get( e__VW.HPort, 0 )

Converting GML script: ${project_dir}\objects\obj_game_controller\Step_0.gml
Converted description /// @description kontroler odpowiedzialny za giniecie bohatera

Converting GML script: ${project_dir}\objects\obj_game_controller\Keyboard_123.gml
Converted description /// @description Screenshoty

Converting GML script: ${project_dir}\objects\obj_game_controller\Other_4.gml
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 18: view_xview[0] = min(max(0,gvX),room_width-view_wview[0]) -> __view_set( e__VW.XView, 0, min(max(0,gvX),room_width-view_wview[0]) )
Converted builtin - line 12: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 19: view_yview[0] = min(max(0,gvY),room_height-view_hview[0]) -> __view_set( e__VW.YView, 0, min(max(0,gvY),room_height-view_hview[0]) )
Converted builtin - line 13: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 14: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 15: view_object[0] -> __view_get( e__VW.Object, 0 )
Converted description /// @description do mini mapy wybieranie map z zakresem roo_
Converted builtin - line 18: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 19: view_hview[0] -> __view_get( e__VW.HView, 0 )

Converting GML script: ${project_dir}\objects\obj_game_controller\Draw_64.gml
Converted description /// @description Wyswietlamy HUD gracza

Converting GML script: ${project_dir}\objects\obj_test\Draw_0.gml
Converted builtin - line 1: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 1: view_hport[0] -> __view_get( e__VW.HPort, 0 )

Converting GML script: ${project_dir}\objects\obj_audio_controler\Create_0.gml
Converted description /// @description Sound settings

Converting GML script: ${project_dir}\objects\obj_przejscie1\Create_0.gml
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_przejscie2\Create_0.gml
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_przejscie3\Create_0.gml
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_przejscie4\Create_0.gml
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_przejscie5\Create_0.gml
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_przejscie6\Create_0.gml
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_przejscie7\Create_0.gml
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_transition\Create_0.gml
Converted builtin - line 23: background_visible -> __background_get( e__BG.Visible, i )
Converted builtin - line 25: background_visible = false -> __background_set( e__BG.Visible, i, false )
Converted builtin - line 24: background_foreground -> __background_get( e__BG.Foreground, i )
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_transition\Destroy_0.gml
Converted builtin - line 5: background_visible = bVis -> __background_set( e__BG.Visible, i, bVis )
Converted description /// @description Clean up

Converting GML script: ${project_dir}\objects\obj_transition\Step_1.gml
Converted description /// @description Functioning

Converting GML script: ${project_dir}\objects\obj_transition\Other_4.gml
Converted builtin - line 3: background_visible -> __background_get( e__BG.Visible, i )
Converted builtin - line 5: background_visible = false -> __background_set( e__BG.Visible, i, false )
Converted builtin - line 4: background_foreground -> __background_get( e__BG.Foreground, i )
Converted description /// @description Do not show backgrounds

Converting GML script: ${project_dir}\objects\obj_transition\Draw_73.gml
Converted description /// @description Surface update

Converting GML script: ${project_dir}\objects\obj_transition\Draw_64.gml
Converted description /// @description Transition

Converting GML script: ${project_dir}\objects\obj_transition\Draw_0.gml
Converted builtin - line 3: background_foreground -> __background_get( e__BG.Foreground, i )
Converted builtin - line 4: background_index -> __background_get( e__BG.Index, i )
Converted builtin - line 5: background_index -> __background_get( e__BG.Index, i )
Converted builtin - line 4: background_x -> __background_get( e__BG.X, i )
Converted builtin - line 5: background_x -> __background_get( e__BG.X, i )
Converted builtin - line 4: background_y -> __background_get( e__BG.Y, i )
Converted builtin - line 5: background_y -> __background_get( e__BG.Y, i )
Converted description /// @description Draw foregrounds

Converting GML script: ${project_dir}\objects\obj_test_controller\Create_0.gml
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_napis_plansz\Draw_0.gml
Converted builtin - line 21: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 22: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 21: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 22: view_hview -> __view_get( e__VW.HView, 0 )

Converting GML script: ${project_dir}\objects\obj_controller\Other_63.gml
Converted description /// @description Wyjscie z gry po spelnieniu warunkow

Converting GML script: ${project_dir}\objects\obj_checkpoint\Create_0.gml
Converted description /// @description Ustawienia

Converting GML script: ${project_dir}\objects\obj_checkpoint\Draw_0.gml
Converted builtin - line 8: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 8: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 8: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 8: view_hview -> __view_get( e__VW.HView, 0 )

Converting GML script: ${project_dir}\objects\obj_ruchome_tlo\Step_0.gml
Converted builtin - line 1: background_x[0] = view_xview*0.2 -> __background_set( e__BG.X, 0, view_xview*0.2 )
Converted builtin - line 3: background_x[1] = view_xview*0.2 -> __background_set( e__BG.X, 1, view_xview*0.2 )
Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )

Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_uniwersalne\Step_0.gml
Converted builtin - line 2: background_visible -> __background_get( e__BG.Visible, i )
Converted builtin - line 7: background_x = -view_xview -> __background_set( e__BG.X, i, -view_xview )
Converted builtin - line 10: background_y = -view_yview*(room_height-view_hview)/(background_height*background_xscale) -> __background_set( e__BG.Y, i, -view_yview*(room_height-view_hview)/(background_height*background_xscale) )
Converted builtin - line 3: background_xscale=2 -> __background_set( e__BG.XScale, i, 2 )
Converted builtin - line 4: background_yscale=2 -> __background_set( e__BG.YScale, i, 2 )
Converted builtin - line 10: background_height -> __background_get( e__BG.Height, i )
Converted builtin - line 10: background_xscale -> __background_get( e__BG.XScale, i )
Converted builtin - line 7: view_xview -> __view_get( e__VW.XView, i )
Converted builtin - line 10: view_yview -> __view_get( e__VW.YView, i )
Converted builtin - line 10: view_hview -> __view_get( e__VW.HView, i )

Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_kraina_sniegu\Step_0.gml
Converted builtin - line 1: background_x[0] = view_xview*0.5 -> __background_set( e__BG.X, 0, view_xview*0.5 )
Converted builtin - line 3: background_x[1] = view_xview*0.2 -> __background_set( e__BG.X, 1, view_xview*0.2 )
Converted builtin - line 2: background_y[0] = view_yview*0.5 -> __background_set( e__BG.Y, 0, view_yview*0.5 )
Converted builtin - line 4: background_y[1] = view_yview*0.2 -> __background_set( e__BG.Y, 1, view_yview*0.2 )
Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 4: view_yview -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_gora_dol\Step_0.gml
Converted builtin - line 1: background_x[0] = view_xview*0.4 -> __background_set( e__BG.X, 0, view_xview*0.4 )
Converted builtin - line 3: background_x[1] = view_yview*0.1 -> __background_set( e__BG.X, 1, view_yview*0.1 )
Converted builtin - line 2: background_y[0] = view_yview*0.4 -> __background_set( e__BG.Y, 0, view_yview*0.4 )
Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 3: view_yview -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_drugie\Step_0.gml
Converted builtin - line 1: background_x[0] = view_xview*0.1 -> __background_set( e__BG.X, 0, view_xview*0.1 )
Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )

Converting GML script: ${project_dir}\objects\obj_keyhandler\Create_0.gml
Converted description /// @description Init

Converting GML script: ${project_dir}\objects\obj_keyhandler\Step_0.gml
Converted description /// @description Getting input

Converting GML script: ${project_dir}\objects\obj_exit\Mouse_4.gml
Converted description /// @description Pytamy sie gracza o potwierdzenie wyjscia z gry :)

Converting GML script: ${project_dir}\objects\obj_exit\Other_63.gml
Converted description /// @description Wyjscie z gry po spelnieniu warunkow

Converting GML script: ${project_dir}\objects\oVolume_H_Wood\Draw_0.gml
Converted string - line 53: '%' -> "%"
Converted string - line 54: '%' -> "%"
Converted string - line 55: '%' -> "%"

Converting GML script: ${project_dir}\objects\oVolume_H_Wood_Copy\Draw_0.gml
Converted string - line 52: '%' -> "%"
Converted string - line 53: '%' -> "%"
Converted string - line 54: '%' -> "%"

Converting GML script: ${project_dir}\objects\oTEST\Step_0.gml
Converted string - line 42: 'D' -> "D"
Converted string - line 56: 'A' -> "A"

Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Create_0.gml
Converted builtin - line 19: background_visible -> __background_get( e__BG.Visible, i )
Converted builtin - line 20: background_visible = false -> __background_set( e__BG.Visible, i, false )
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Destroy_0.gml
Converted builtin - line 5: background_visible = bVis -> __background_set( e__BG.Visible, i, bVis )
Converted description /// @description Restore game

Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Other_63.gml
Converted description /// @description Wyjscie z gry po spelnieniu warunkow

Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Draw_0.gml
Converted builtin - line 3: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 3: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Draw

Converting GML script: ${project_dir}\objects\obj_room_controller\Step_0.gml
Converted description /// @description Draw menu

Converting GML script: ${project_dir}\objects\obj_map_controller\Step_2.gml
Converted builtin - line 2: view_xview[0] = min(max(0,mouse_x/room_width*(room_width-view_wview[0])),room_width-view_wview[0]) -> __view_set( e__VW.XView, 0, min(max(0,mouse_x/room_width*(room_width-view_wview[0])),room_width-view_wview[0]) )
Converted builtin - line 3: view_yview[0] = min(max(0,mouse_y/room_height*(room_height-view_hview[0])),room_height-view_hview[0]) -> __view_set( e__VW.YView, 0, min(max(0,mouse_y/room_height*(room_height-view_hview[0])),room_height-view_hview[0]) )
Converted description /// @description Pan
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )

Converting GML script: ${project_dir}\objects\obj_world\Create_0.gml
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_world\Step_2.gml
Converted description /// @description Select

Converting GML script: ${project_dir}\objects\obj_pause\Create_0.gml
Converted builtin - line 18: background_visible -> __background_get( e__BG.Visible, i )
Converted builtin - line 19: background_visible = false -> __background_set( e__BG.Visible, i, false )
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_pause\Destroy_0.gml
Converted builtin - line 5: background_visible = bVis -> __background_set( e__BG.Visible, i, bVis )
Converted description /// @description Restore game

Converting GML script: ${project_dir}\objects\obj_pause\Step_2.gml
Converted description /// @description Un-pause

Converting GML script: ${project_dir}\objects\obj_pause\Draw_0.gml
Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 2: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Draw menu

Converting GML script: ${project_dir}\objects\obj_pause_resume\Create_0.gml
Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_pause_resume\Step_2.gml
Converted description /// @description Destroy me

Converting GML script: ${project_dir}\objects\obj_pause_resume\Step_0.gml
Converted description /// @description Press

Converting GML script: ${project_dir}\objects\obj_pause_leave\Create_0.gml
Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Setup

Converting GML script: ${project_dir}\objects\obj_pause_leave\Step_2.gml
Converted description /// @description Destroy me

Converting GML script: ${project_dir}\objects\obj_pause_leave\Step_0.gml
Converted description /// @description Press

Converting GML script: ${project_dir}\objects\obj_watch\Create_0.gml
Converted description /// @description Zmienne

Converting GML script: ${project_dir}\objects\obj_watch\Step_0.gml
Converted description /// @description Zbierania budzika

Converting GML script: ${project_dir}\objects\obj_entity_die\Create_0.gml
Converted description /// @description Ustawienia

Converting GML script: ${project_dir}\objects\obj_entity_die\Step_2.gml
Converted description /// @description Fizyka

Converting GML script: ${project_dir}\objects\obj_entity_die\Other_7.gml
Converted description /// @description Zatrzymanie konca animacji

Converting GML script: ${project_dir}\objects\par_hazard\Create_0.gml
Converted description /// @description Ustawienia

Converting GML script: ${project_dir}\objects\par_solid\Create_0.gml
Converted description /// @description Ustawienia eksplozji po uderzeniu pocisku w sciane

Converting GML script: ${project_dir}\objects\par_entity\Create_0.gml
Converted description /// @description Ustawienia

Converting GML script: ${project_dir}\objects\par_entity\Step_2.gml
Converted description /// @description Fizyka

Converting GML script: ${project_dir}\objects\par_attack\Create_0.gml
Converted description /// @description Ustawienia

Converting GML script: ${project_dir}\objects\par_attack\Step_1.gml
Converted description /// @description Brak wlasciciela

Converting GML script: ${project_dir}\objects\par_attack\Other_7.gml
Converted description /// @description Niszczenie konca animacji

Converting GML script: ${project_dir}\objects\par_output\Create_0.gml
Converted description /// @description Ustawienia

Converting GML script: ${project_dir}\objects\obj_player\Create_0.gml
Converted description /// @description Glowne deklaracje zmiennych Anatola


Converting GML script: ${project_dir}\objects\obj_player\Draw_0.gml
Converted builtin - line 26: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 26: view_yview -> __view_get( e__VW.YView, 0 )
Converted description /// @description Wyswietlanie automatyczne

Converting GML script: ${project_dir}\objects\effect_shake\Create_0.gml
Converted description /// @description dlugość wstrząsow ustawienia

Converting GML script: ${project_dir}\objects\effect_shake\Destroy_0.gml
Converted builtin - line 2: view_angle[0]=0 -> __view_set( e__VW.Angle, 0, 0 )

Converting GML script: ${project_dir}\objects\effect_shake\Step_0.gml
Converted builtin - line 3: view_angle[0]=-amt+(2*random(amt)) -> __view_set( e__VW.Angle, 0, -amt+(2*random(amt)) )
Converted description /// @description Ustawiamy zmienne tak by otrzymac efekt wstrzasu ekranu


Converting object event to GML script: ${project_dir}\objects\obj_boss1dead\Destroy_0.gml
Skipped action 1 as it applies to <undefined>

Converting GML script: ${project_dir}\objects\obj_bosshud\Create_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_bosshud\Draw_0.gml
Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_wstrzas\Destroy_0.gml
Converted builtin - line 1: view_angle=0 -> __view_set( e__VW.Angle, 0, 0 )

Converting GML script: ${project_dir}\objects\obj_wiatr\Step_0.gml
Converted builtin - line 6: view_xview -= viewspeed -> __view_set( e__VW.XView, 0, __view_get( e__VW.XView, 0 ) - (viewspeed) )
Converted builtin - line 9: view_xview += viewspeed -> __view_set( e__VW.XView, 0, __view_get( e__VW.XView, 0 ) + (viewspeed) )
Converted builtin - line 12: view_yview -= viewspeed -> __view_set( e__VW.YView, 0, __view_get( e__VW.YView, 0 ) - (viewspeed) )
Converted builtin - line 15: view_yview += viewspeed -> __view_set( e__VW.YView, 0, __view_get( e__VW.YView, 0 ) + (viewspeed) )

Converting GML script: ${project_dir}\objects\obj_snieg_efekt\Create_0.gml
Converted builtin - line 15: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 16: view_yview -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_snieg_efekt\Step_2.gml
Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 4: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 4: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 3: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 4: view_hview -> __view_get( e__VW.HView, 0 )
Converted builtin - line 4: view_hview -> __view_get( e__VW.HView, 0 )
Converted builtin - line 4: view_hview -> __view_get( e__VW.HView, 0 )

Converting GML script: ${project_dir}\objects\obj_snieg_efekt\Step_0.gml
Converted builtin - line 12: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 12: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 24: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 13: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 13: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 25: view_yview -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_force\Create_0.gml
Converted description /// @description Ustawienia

Converting GML script: ${project_dir}\objects\obj_force\Destroy_0.gml
Converted description /// @description czyszczenie

Converting GML script: ${project_dir}\objects\obj_force\Step_1.gml
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 13: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 13: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 13: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 13: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 11: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 13: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 11: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 13: view_hview[0] -> __view_get( e__VW.HView, 0 )

Converting GML script: ${project_dir}\objects\obj_force_niebieski\Create_0.gml
Converted description /// @description Ustawienia

Converting GML script: ${project_dir}\objects\obj_force_niebieski\Destroy_0.gml
Converted description /// @description Czyszczenie

Converting GML script: ${project_dir}\objects\obj_force_niebieski\Step_1.gml
Converted builtin - line 9: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 9: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 9: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 9: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 9: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 11: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 9: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 11: view_hview[0] -> __view_get( e__VW.HView, 0 )

Converting GML script: ${project_dir}\objects\obj_victory\Draw_0.gml
Converted builtin - line 25: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 25: view_yview[0] -> __view_get( e__VW.YView, 0 )


Converting GML script: ${project_dir}\objects\lightning_obj\Step_0.gml
Converted builtin - line 42: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 42: view_yview -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_cos\Create_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_cos\Draw_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_cos1\Create_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_cos1\Draw_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )

Converting GML script: ${project_dir}\objects\obj_text\Draw_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )


Game speed set to 30
Added compatibility script 'action/action_another_room.gml'
Added compatibility script 'action/action_bounce.gml'
Added compatibility script 'action/action_color.gml'
Added compatibility script 'action/action_create_object.gml'
Added compatibility script 'action/action_draw_rectangle.gml'
Added compatibility script 'action/action_draw_variable.gml'
Added compatibility script 'action/action_effect.gml'
Added compatibility script 'action/action_end_sound.gml'
Added compatibility script 'action/action_font.gml'
Added compatibility script 'action/action_if_empty.gml'
Added compatibility script 'action/action_if_object.gml'
Added compatibility script 'action/action_if_variable.gml'
Added compatibility script 'action/action_kill_object.gml'
Added compatibility script 'action/action_move.gml'
Added compatibility script 'action/action_move_to.gml'
Added compatibility script 'action/action_next_room.gml'
Added compatibility script 'action/action_set_alarm.gml'
Added compatibility script 'action/action_set_hspeed.gml'
Added compatibility script 'action/action_set_relative.gml'
Added compatibility script 'action/action_set_vspeed.gml'
Added compatibility script 'action/action_sound.gml'
Added compatibility script 'action/action_sprite_set.gml'
Added compatibility script 'background/draw_background.gml'
Added compatibility script 'background/__background_get.gml'
Added compatibility script 'background/__background_get_element.gml'
Added compatibility script 'background/__background_get_internal.gml'
Added compatibility script 'background/__background_set.gml'
Added compatibility script 'background/__background_set_element.gml'
Added compatibility script 'background/__background_set_internal.gml'
Added compatibility script 'draw/draw_enable_alphablend.gml'
Added compatibility script 'draw/draw_set_blend_mode.gml'
Added compatibility script 'draw/draw_set_colour_write_enable.gml'
Added compatibility script 'instance/instance_create.gml'
Added compatibility script 'object/object_get_depth.gml'
Added compatibility script 'sound/sound_play.gml'
Added compatibility script 'sound/sound_stop.gml'
Added compatibility script 'view/__view_get.gml'
Added compatibility script 'view/__view_set.gml'
Added compatibility script 'view/__view_set_internal.gml'
Added compatibility script 'action/__init_action.gml'
Added compatibility script 'background/__init_background.gml'
Added compatibility script 'view/__init_view.gml'
Added compatibility script '__init_global.gml'
Added compatibility script '__global_object_depths.gml'

After compilation in GMS 2.0 a lot of all backgrounds are not visible and game have 1 fps.

Is any solution to solve this kind of problem ???
 

issam

Member
Same problem here!
Did you find a solution please?

Update:
I solve it by tick the stretch option in the room
 
Last edited:
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