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Messages - morganw

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1
Are you accidentally cross-fading with yourself, and 150 ticks is enough to clear the cross-fade duration?

2
Editor Development / Re: AGS Build Server
« on: Yesterday at 17:56 »
This fixes the walking around and the hotspot detection, but character speed must have also been scaled somewhere because movement has slowed down (game speed is fine).

3
Editor Development / Re: AGS Build Server
« on: 17 Jun 2018, 21:21 »
I don't think I did build the 3.4.1 code, so it is probably the same issue.
Here is a (rough) script that will build the master branch: https://www.dropbox.com/s/ub9zjh1ip2vx0on/bootstrap.cmd?dl=1

Best to only use it in an empty VM, but it works on Windows 7 64bit and Windows 10 64bit.
First run needs elevated privileges, second run needs to be started from a Visual Studio command prompt.

4
Editor Development / Re: AGS Build Server
« on: 16 Jun 2018, 23:28 »
Yes, sure, I'll take another look.
Hotspots were also broken (@HOTSPOT@ wasn't getting updated and I couldn't interact with them), if it is the same issue.

5
Editor Development / Re: AGS Build Server
« on: 15 Jun 2018, 23:38 »
Is it definitely the "allegro-4.4.2-agspatch" branch which I should be building?
What happens if you use prebuilt libraries? They are built from that branch.
Thanks for uploading those, I'll try it again tomorrow.

May I get the build scripts somewhere to try and see these issues?
Yes, sure. Which version of Windows are you using?
I did find that some of the string handling in older versions of Powershell caused some problems, so I probably need to make some changes so it works in more places (possibly by not using Powershell).

6
Editor Development / Re: AGS Build Server
« on: 15 Jun 2018, 18:06 »
Tried the same process on Windows 7 instead of Windows 10, and ended up with the same result.
Is it definitely the "allegro-4.4.2-agspatch" branch which I should be building?

7
Editor Development / Re: AGS Build Server
« on: 11 Jun 2018, 23:20 »
I wasn't entirely sure if I had to run make any changes if using the patched repository and the existing VS2015 solution.
Would I have to run cmake or configure anything before building it? The build instructions seem to imply that the solution just needs to be built with no configuration.

Potentially, could I have knocked out the 8-bit support by building with the Windows 10 SDK and not specifying any sort of backwards compatibility flags?

8
The Burgomaster (Barely started, so no full review yet)
Add spoiler tag for Hidden:
Oh boy... well, it started bad due to the huge res, it's filling my entire screen and performing very very slow. :( I would rather something half size... but AGS can't do that! >:( Graphics are top notch as Blondbraid has already gotten us use to. :) Story seems very interesting... so I'm looking forward to play more... only someone decided that "Save game" was expendable... which means I'm reluctant to play a game I have no idea how long it'll take and plays slugish... so in other to start it, I need to wait for a slot where I might have a chance to finish it in one go. :-\ Not sure that'll happen before the voting deadline though.
I think the time to finish it for a first time player is probably about 15 minutes.
You might find the downscaling performance is significantly worse with the OpenGL renderer, if you've switched the settings.
This is a premium narrative experience, so a high resolution monitor is recommended. :)

9
Editor Development / Re: AGS Build Server
« on: 11 Jun 2018, 21:57 »
I used vcpkg to get the ogg, theora, and vorbis libraries, and that has let me script an install of all the requirements and run a build. Unfortunately my built game engine seems to have an input problem, where hotpots aren't registering when the cursor goes over them and room clicks are not processed (clicking on GUIs and characters is fine, but you can't walk anywhere). I've got the same problem on both the 3.4.1 and the master branches.

Anyone have any ideas?

Quote from: msbuild.exe
Build succeeded.

"C:\Libs\ags\Solutions\Engine.sln" (default target) (1) ->
"C:\Libs\ags\Solutions\Common.Lib\Common.Lib.vcxproj" (default target) (2) ->
(ClCompile target) ->
  ..\..\Common\ac\gamesetupstruct.cpp(297): warning C4101: 'bb': unreferenced local variable [C:\Libs\ags\Solutions\Common.Lib\Common.Lib.vcxproj]
  C:\Libs\ags\Common\font/wfnfont.h(78): warning C4267: 'return': conversion from 'size_t' to 'uint16_t', possible loss of data [C:\Libs\ags\Solutions\Common.Lib\Common.Lib.vcxproj]
  C:\Libs\ags\Common\font/wfnfont.h(78): warning C4267: 'return': conversion from 'size_t' to 'uint16_t', possible loss of data [C:\Libs\ags\Solutions\Common.Lib\Common.Lib.vcxproj]
  ..\..\Common\font\wfnfont.cpp(38): warning C4267: '=': conversion from 'size_t' to 'uint16_t', possible loss of data[C:\Libs\ags\Solutions\Common.Lib\Common.Lib.vcxproj]
  C:\Libs\ags\Common\font/wfnfont.h(78): warning C4267: 'return': conversion from 'size_t' to 'uint16_t', possible loss of data [C:\Libs\ags\Solutions\Common.Lib\Common.Lib.vcxproj]
  ..\..\Common\game\main_game_file.cpp(268): warning C4101: 'buffer': unreferenced local variable [C:\Libs\ags\Solutions\Common.Lib\Common.Lib.vcxproj]


"C:\Libs\ags\Solutions\Engine.sln" (default target) (1) ->
"C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj.metaproj" (default target) (3) ->
"C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj" (default target) (4) ->
  ..\..\Engine\ac\datetime.cpp(22): warning C4244: '=': conversion from 'time_t' to 'int', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\global_datetime.cpp(38): warning C4244: 'return': conversion from 'time_t' to 'int', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(67): warning C4244: '=': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(75): warning C4244: '=': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(83): warning C4244: '=': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(91): warning C4244: '=': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(99): warning C4244: '=': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(107): warning C4244: '=': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(116): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(124): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(132): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(140): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(148): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(156): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(164): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(173): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\ac\math.cpp(206): warning C4244: '=': conversion from 'double' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\debug\debug.cpp(263): warning C4477: 'sprintf' : format string '%d' requires an argument of type 'int',but variadic argument 1 has type 'HWND' [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\gfx\ali3dogl.cpp(503): warning C4838: conversion from 'const int32_t' to 'BYTE' requires a narrowing conversion [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\main\engine.cpp(1628): warning C4477: 'sprintf' : format string '%08X' requires an argument of type 'unsigned int', but variadic argument 2 has type 'PVOID' [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\platform\windows\gfx\ali3dd3d.cpp(765): warning C4838: conversion from 'double' to 'float' requires a narrowing conversion [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\alogg\alogg.c(395): warning C4101: 'data_array': unreferenced local variable [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\alogg\alogg.c(396): warning C4101: 'x': unreferenced local variable [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\alogg\alogg.c(579): warning C4101: 'data_array': unreferenced local variable [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\alogg\alogg.c(580): warning C4101: 'x': unreferenced local variable [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\alogg\alogg.c(955): warning C4101: 'data_array': unreferenced local variable [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\alogg\alogg.c(956): warning C4101: 'x': unreferenced local variable [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\dumb-0.9.2\IT\ITREAD.C(244): warning C4244: '=': conversion from 'long' to 'byte', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\dumb-0.9.2\IT\ITREAD.C(253): warning C4244: '=': conversion from 'long' to 'byte', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\dumb-0.9.2\IT\ITRENDER.C(484): warning C4244: '=': conversion from 'sample_t' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\dumb-0.9.2\IT\ITRENDER.C(485): warning C4244: '=': conversion from 'sample_t' to 'float', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\dumb-0.9.2\IT\ITRENDER.C(2971): warning C4244: 'function': conversion from 'float' to 'int', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  ..\..\Engine\libsrc\dumb-0.9.2\IT\ITRENDER.C(2974): warning C4244: 'function': conversion from 'float' to 'int', possible loss of data [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]

"C:\Libs\ags\Solutions\Engine.sln" (default target) (1) ->
"C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj.metaproj" (default target) (3) ->
"C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj" (default target) (4) ->
(Link target) ->
  alfont_mt.lib(alfont.obj) : warning LNK4049: locally defined symbol _uvszprintf imported [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  alfont_mt.lib(alfont.obj) : warning LNK4049: locally defined symbol _set_blender_mode imported [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  alfont_mt.lib(alfont.obj) : warning LNK4049: locally defined symbol _makecol imported [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  alfont_mt.lib(alfont.obj) : warning LNK4049: locally defined symbol _getr imported [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  alfont_mt.lib(alfont.obj) : warning LNK4049: locally defined symbol _getg imported [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  alfont_mt.lib(alfont.obj) : warning LNK4049: locally defined symbol _getb imported [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  alfont_mt.lib(alfont.obj) : warning LNK4049: locally defined symbol _drawing_mode imported [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  alfont_mt.lib(alfont.obj) : warning LNK4049: locally defined symbol _solid_mode imported [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]
  alfont_mt.lib(alfont.obj) : warning LNK4049: locally defined symbol _ugetxc imported [C:\Libs\ags\Solutions\Engine.App\Engine.App.vcxproj]

    48 Warning(s)
    0 Error(s)

10
Editor Development / Re: AGS Build Server
« on: 10 Jun 2018, 19:20 »
Thanks, got it going for libogg, libtheora has no solution file (so I skipped that for the moment), for libvorbis it seems to keep references to the old Windows SDK (so no include for standard libraries that are installed).

I've now found this:
https://developercommunity.visualstudio.com/content/problem/198082/upgrading-a-solution-from-the-command-line-with-vi.html
...so it looks like if you install Visual Studio you get a tool to do the upgrade, but you can't specify a change in the Windows SDK as part of that.

Quote from: Antoine ALLARD
The whole point of using the CLI tools like devenv or msbuild is to automate stuff and not require any user intervention. This is mandatory when trying to build a CI/CD pipeline, having to manually open a project/solution in the IDE to re-target it totally kills this usage.
Indeed.

What I have was designed to be serverless, but it looks like this is going to need modified projects to exist somewhere, so this isn't going to work.

11
Editor Development / Re: AGS Build Server
« on: 10 Jun 2018, 16:15 »
I've been dabbling with a script to download everything and build it, but when trying to compile the first library it looks like I need an older set of build tools.
Quote
Build started 10/06/2018 16:03:16.
Project "C:\Libs\Xiph\libogg-1.3.3\win32\VS2015\libogg_dynamic.sln" on node 1 (default targets).
ValidateSolutionConfiguration:
  Building solution configuration "Debug|Win32".
Project "C:\Libs\Xiph\libogg-1.3.3\win32\VS2015\libogg_dynamic.sln" (1) is building "C:\Libs\Xiph\libogg-1.3.3\win32\VS2015\libogg_dynamic.vcxproj" (2) on node 1
 (default targets).
C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.Cpp.Platform.targets(57,5): error MSB8020: The build tools for v120 (Platform Toolset = 'v120')
cannot be found. To build using the v120 build tools, please install v120 build tools.  Alternatively, you may upgrade to the current Visual Studio tools by sele
cting the Project menu or right-click the solution, and then selecting "Retarget solution". [C:\Libs\Xiph\libogg-1.3.3\win32\VS2015\libogg_dynamic.vcxproj]
Done Building Project "C:\Libs\Xiph\libogg-1.3.3\win32\VS2015\libogg_dynamic.vcxproj" (default targets) -- FAILED.
Done Building Project "C:\Libs\Xiph\libogg-1.3.3\win32\VS2015\libogg_dynamic.sln" (default targets) -- FAILED.

I haven't got Visual Studio installed, so does anyone know of a way to do the equivalent of "Retarget Solution" from the command line?

12
Completed Game Announcements / The Burgomaster
« on: 04 Jun 2018, 19:16 »
The Burgomaster
Available for Windows and Linux [database entry]



A dark plague is consuming the town. One doctor is left to learn the truth, and try to find a cure.

Created for MAGS, in May 2018 ("Rats").
Story and graphics by Blondbraid.
Scripting and audio by morganw.


*** Includes recreations of the works of medieval painter Albertus Pictor, which may be viewed inside the church ***


13
I have been working on my entry together with Morganw and HandsFree about the black plague and the rats spreading the disease.
Unfortunately HandsFree was called into action elsewhere, but here is the entry from Blondbraid and myself.

The Burgomaster



Download from Game Jolt
Alternative download link (Windows)
Alternative download link (Linux)

14
Generally, this is when you have an Explorer window open, looking at that location, and that is locking the file.
If you just close that window, it should be okay.

15
The settings are now independent of editor version, and get upgraded to the next version (so what you set in 3.4.2 doesn't affect anything older). You can find the user.config file by running this at a command prompt:

Code: DOS
  1. dir /b /s %USERPROFILE%\AppData\Local\AGS\*user.config

Just delete it to reset the settings, although if you can send me a copy I'll double check what the settings are doing.

Is panel layout also saved to that config file?

...I may have confused it with the overall window positioning, so possibly not.

16
I think one of the panels is flagged as a main one, and if that is in a strange position it can make the others go wrong. The settings are now independent of editor version, and get upgraded to the next version (so what you set in 3.4.2 doesn't affect anything older). You can find the user.config file by running this at a command prompt:

Code: DOS
  1. dir /b /s %USERPROFILE%\AppData\Local\AGS\*user.config

Just delete it to reset the settings, although if you can send me a copy I'll double check what the settings are doing.

17
Of course they are... even if you didn't ask for one, if it's granted then it's for everyone (we're all in the same ship here, it leaves dock at the same time...) ;) Even if some decide to throw their paddling boat in the water before time. (laugh)
With that amount of nautical reasoning, I'll take your word for it. :)
I think you must be spending too much time in the pool...

18
Oh cool for the extension :)
The first post wasn't updated, so I wasn't sure if the extension was for everyone or not...

19
I borrowed some motives from a famous medieval artist, can anyone guess which one?
Is it Albertus Pictor?

20
Testing as well but is it worth (if feasible) having an editor setting to switch between old and new in case something unexpected pops up later?

Hmm... no. :/
It would be possible to restore the old one from the git history if something goes wrong. Then figure out how to make a switch in the engine.

I've found that switching between the engine builds can leave characters in a different position after walking, with the old pathfinder moving the character further (which was then causing a bounds check to fail). I probably need to re-test without the smooth scrolling module, but the difference in player.x was enough to cause me an issue.

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