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Topics - morganw

#1
In a similar way as before, would it be possible to get an export of the stats?
(given that the tracking is now turned off this is likely to be the final request for it)
#2
Hints & Tips / An Entertaining Speech
Tue 12/02/2019 23:33:50
It looks quite interesting:
https://www.adventuregamestudio.co.uk/site/games/game/2328/
...but I'm stuck on the first puzzle.

Has anyone else played it and can give me a clue?
#3
It looks like I'm missing a library, but where is it meant to come from?

Quote
/home/mwillcock/.nuget/packages/nerdbank.gitversioning/2.1.23/build/Nerdbank.GitVersioning.targets(5,5): Error MSB4018: The "Nerdbank.GitVersioning.Tasks.GetBuildVersion" task failed unexpectedly.
System.TypeInitializationException: The type initializer for 'LibGit2Sharp.Core.NativeMethods' threw an exception. ---> System.DllNotFoundException: lib/linux/x86_64/libgit2-1196807.so
  at (wrapper managed-to-native) LibGit2Sharp.Core.NativeMethods.git_libgit2_init()
  at LibGit2Sharp.Core.NativeMethods+LibraryLifetimeObject..ctor () [0x00006] in <48079e5da5364f5db01fd1de5fb12b0d>:0
  at LibGit2Sharp.Core.NativeMethods..cctor () [0x00054] in <48079e5da5364f5db01fd1de5fb12b0d>:0
   --- End of inner exception stack trace ---
  at LibGit2Sharp.Core.Proxy.git_libgit2_opts_set_search_path (LibGit2Sharp.ConfigurationLevel level, System.String path) [0x00000] in <48079e5da5364f5db01fd1de5fb12b0d>:0
  at LibGit2Sharp.GlobalSettings.SetConfigSearchPaths (LibGit2Sharp.ConfigurationLevel level, System.String[] paths) [0x0001a] in <48079e5da5364f5db01fd1de5fb12b0d>:0
  at Nerdbank.GitVersioning.VersionOracle.OpenGitRepo (System.String repoRoot) [0x00012] in <efbc9057c5b448899b5dad3e37009adb>:0
  at Nerdbank.GitVersioning.VersionOracle.Create (System.String projectDirectory, System.String gitRepoDirectory, Nerdbank.GitVersioning.ICloudBuild cloudBuild, System.Nullable`1[T] overrideBuildNumberOffset, System.String projectPathRelativeToGitRepoRoot) [0x00017] in <efbc9057c5b448899b5dad3e37009adb>:0
  at Nerdbank.GitVersioning.Tasks.GetBuildVersion.ExecuteInner () [0x000c5] in <30a008b2694b456ca3b3951866aa1bcd>:0
  at MSBuildExtensionTask.ContextAwareTask.Execute () [0x0005e] in <681907193732458a81da14b112e5c542>:0
  at Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute () [0x00023] in <12215e3b02f24e078481ed2a7645c866>:0
  at Microsoft.Build.BackEnd.TaskBuilder.ExecuteInstantiatedTask (Microsoft.Build.BackEnd.ITaskExecutionHost taskExecutionHost, Microsoft.Build.BackEnd.Logging.TaskLoggingContext taskLoggingContext, Microsoft.Build.BackEnd.TaskHost taskHost, Microsoft.Build.BackEnd.ItemBucket bucket, Microsoft.Build.BackEnd.TaskExecutionMode howToExecuteTask) [0x001f6] in <12215e3b02f24e078481ed2a7645c866>:0  (MSB4018) (AGS.Engine)
#4
If setting Character.DiagonalLoops to true enables the use of the diagonal frames, is there any way to lock the pathfinder to only use diagonal movements, and so only use those frames?
#5
It was to get a namespace for the settings class, to differentiate between builds which are (effectively) portable and the actually releases where settings need to persist between versions. As long as the plug-in isn't mixed assembly, you can retrospectively sign it by decompiling and recompiling with a generated key.
#6
Site & Forum Reports / SSL certificate
Thu 19/07/2018 20:04:52
Any chance of trying this again? I'm not sure what happened with the previous attempt with a Let's Encrypt certificate, but was there a reason why it couldn't be used?
#7
Code: ags
player.on


This seems to be valid in the compiler, but I can't find an equivalent property which is documented.
Is this effectively the same as the room setting to show the player character? If so, I can't find an equivalent to check if the player is visible or not.
#8
Completed Game Announcements / The Burgomaster
Mon 04/06/2018 19:16:27
The Burgomaster
Available for Windows, Linux, and macOS [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 ***



#9
This seems to be broken:
http://www.adventuregamestudio.co.uk/stats.php
Code: html
<html>
<head>
	<title>AGS Editor Version Stats</title>
</head>

<body>

<h2>Total Unique Users: 0</h2>
</body>
#10
Editor Development / Editor usage stats
Thu 05/04/2018 17:20:05
Are these still being stored somewhere, and are they publicly accessible?
(I would like to see them)
#11
Engine Development / Test game
Sun 18/03/2018 16:39:06
Have there every been any test games, which just implement and test all the scripting functions? The reason I ask, I've probably spent more time in AGS writing scripts to test than in ScummVM actually testing them. I imagine test scripts could also be useful for the normal branch, the cleanup branch, and for XAGE. I'd like to suggest that the GitHub repository hold a test game along with the demo game (or potentially just make the demo game be a function showcase/tester, rather than an actual game).
#12
Site & Forum Reports / SSL errors
Tue 06/06/2017 22:38:00
It looks like there is a problem with the SSL certificate, it seems to issued for the wrong hostnames (rwdb.info and www.rwdb.info).
https://www.ssllabs.com/ssltest/analyze.html?d=www.adventuregamestudio.co.uk&hideResults=on
#13
If you go to http://www.adventuregamestudio.co.uk/site/community/ there is a dead link for "#AGS Quotefile". I'm pretty sure that complaining about the content of this page was on my to-do list (content seemed to be offensive for the sake of being offensive, doesn't seem a great way to promote a game engine or it's community) so I'm not sad it's gone, but I wasn't sure if anyone had realised that the link doesn't go anywhere now.
#14
I wanted to run some tests for audio playback, and had problems with the following code:

Code: ags
function on_key_press(eKeyCode keycode) 
{
	//music is a global *AudioChannel
	if (keycode == eKeyZ)
		music = aWavFile.Play();
	if (keycode == eKeyX)
		music.Seek(music.Position + 1000);
	if (keycode == eKeyC)
		Display("Test %d", music.Position);
}


I could start music by pressing Z, pressing X does nothing, pressing C displays 0.

I switched from using a WAV file to an OGG file and the same code works with no problems:

Code: ags
function on_key_press(eKeyCode keycode) 
{
	//music is a global *AudioChannel
	if (keycode == eKeyZ)
		music = aOggFile.Play();
	if (keycode == eKeyX)
		music.Seek(music.Position + 1000);
	if (keycode == eKeyC)
		Display("Test %d", music.Position);
}


Pressing X now skips forwards and pressing C displays the current position. Is this expected behaviour or is this a bug? I haven't read anywhere that WAV files should be treated any differently, other than threading may be handled differently. I'm testing in 3.4.0.3 (Alpha).
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