Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Topics - morganw

Pages: [1]
1
Other Engine & Editor Development / Can't build MonoAGS
« on: 11 Nov 2018, 20:48 »
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.GetBuildVe rsion" 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_lib git2_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_opt s_set_search_path (LibGit2Sharp.ConfigurationLevel level, System.String path) [0x00000] in <48079e5da5364f5db01fd1de5fb12b0d>:0
  at LibGit2Sharp.GlobalSettings.SetConfigSe archPaths (LibGit2Sharp.ConfigurationLevel level, System.String[] paths) [0x0001a] in <48079e5da5364f5db01fd1de5fb12b0d>:0
  at Nerdbank.GitVersioning.VersionOracle.Op enGitRepo (System.String repoRoot) [0x00012] in <efbc9057c5b448899b5dad3e37009adb>:0
  at Nerdbank.GitVersioning.VersionOracle.Cr eate (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.GetBuildVe rsion.ExecuteInner () [0x000c5] in <30a008b2694b456ca3b3951866aa1bcd>:0
  at MSBuildExtensionTask.ContextAwareTask.E xecute () [0x0005e] in <681907193732458a81da14b112e5c542>:0
  at Microsoft.Build.BackEnd.TaskExecutionHo st.Microsoft.Build.BackEnd.ITaskExecuti onHost.Execute () [0x00023] in <12215e3b02f24e078481ed2a7645c866>:0
  at Microsoft.Build.BackEnd.TaskBuilder.Exe cuteInstantiatedTask (Microsoft.Build.BackEnd.ITaskExecutionH ost taskExecutionHost, Microsoft.Build.BackEnd.Logging.TaskLog gingContext taskLoggingContext, Microsoft.Build.BackEnd.TaskHost taskHost, Microsoft.Build.BackEnd.ItemBucket bucket, Microsoft.Build.BackEnd.TaskExecutionMo de howToExecuteTask) [0x001f6] in <12215e3b02f24e078481ed2a7645c866>:0  (MSB4018) (AGS.Engine)

2
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?

3
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.

4
Site & Forum Reports / SSL certificate
« on: 19 Jul 2018, 20:04 »
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?

5
Beginners' Technical Questions / Equivalent of player.on
« on: 25 Jun 2018, 20:56 »
Code: Adventure Game Studio
  1. 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.

6
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 ***


7
This seems to be broken:
http://www.adventuregamestudio.co.uk/stats.php
Code: Adventure Game Studio
  1. <html>
  2. <head>
  3.         <title>AGS Editor Version Stats</title>
  4. </head>
  5.  
  6. <body>
  7.  
  8. <h2>Total Unique Users: 0</h2>
  9. </body>

8
Editor Development / Editor usage stats
« on: 05 Apr 2018, 17:20 »
Are these still being stored somewhere, and are they publicly accessible?
(I would like to see them)

9
Engine Development / Test game
« on: 18 Mar 2018, 16:39 »
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).

10
Site & Forum Reports / SSL errors
« on: 06 Jun 2017, 22:38 »
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

11
Site & Forum Reports / Dead link for "#AGS Quotefile"
« on: 12 Jun 2016, 18:27 »
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.

12
I wanted to run some tests for audio playback, and had problems with the following code:

Code: Adventure Game Studio
  1. function on_key_press(eKeyCode keycode)
  2. {
  3.         //music is a global *AudioChannel
  4.         if (keycode == eKeyZ)
  5.                 music = aWavFile.Play();
  6.         if (keycode == eKeyX)
  7.                 music.Seek(music.Position + 1000);
  8.         if (keycode == eKeyC)
  9.                 Display("Test %d", music.Position);
  10. }

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: Adventure Game Studio
  1. function on_key_press(eKeyCode keycode)
  2. {
  3.         //music is a global *AudioChannel
  4.         if (keycode == eKeyZ)
  5.                 music = aOggFile.Play();
  6.         if (keycode == eKeyX)
  7.                 music.Seek(music.Position + 1000);
  8.         if (keycode == eKeyC)
  9.                 Display("Test %d", music.Position);
  10. }

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).

Pages: [1]