![2048 plus game online 2048 plus game online](http://a3.mzstatic.com/us/r30/Purple5/v4/30/9b/16/309b1678-7e53-0e9b-8a99-09ce64577ab4/screen1024x1024.jpeg)
I’m wondering if the fact I’ve changed the install it looks at has messed it up. I tried again and didn’t get an error the second time, but it’s still not showing up that account in Inventory when I fire up the client, log in a character in and zone it to be sure. So, I tried to re-point AOIA+ at this install and I got a helpfully non-specific runtime error. After realising it wouldn’t, I gave up and use AOIA+ for RK2019 exclusively and run both RK2019 accounts from one New Engine install. I thought the issue might have occurred because one of the accounts I started off using a different install for and that’s the one I had pointed AOIA+ at last in my attempts to get it to read across installs. Both accounts (the one that is listed in Inventory, and the one that isn’t) are there along with their respective Live and RK2019 char pref folders. Current version of the fix still works fine on Windows 10 however. If anybody can provide further feedback it would be greatly appreciated while I delve into a more compatible solution. Thankfully FC had the foresight to let you choose whatever res you want from the launcher!ĮDIT: However! It has been brought to my attention that this fix may not work on Windows 7. That said, as you can see, I modify no AO files in this fix at all. So yeah, I guess FC couldn’t technically fix this from within AO, as it was very much external. So let me know if you have Win7 and it does/does not work please. I’ll look into this and see if there’s a more elegant solution soon. From feedback, it appears this may not work on Win7 systems, probably due to versioning or whatever else goes on, as I derived this from the latest D3D7 on Win10. So, I simply found the artificial limit enforcing, and removed it in a derived D3D.
![2048 plus game online 2048 plus game online](https://i.ytimg.com/vi/YuFY4kYWajw/maxresdefault.jpg)
So really, I guess in MS eyes, 2048x2048 was positively huge enough for everyone (remember IBM, 640kb should be enough for anyone! … looks like history repeats in the most unusual of places! ha). It turns out it’s an artificial limit, imposed at that time probably I would imagine (this is conjecture) to prevent overuse of video memory (at that time, we didn’t get much on hardware!), and screen sizes were lucky to be even as big as 1920x1080 … hell that was “widescreen” and considered next generation. Well I started digging into why Dx7 could see higher resolutions, but would simply fail when attempting to create a view surface when passing anything bigger than 2048.