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Topics - Rulaman

#1
Site & Forum Reports / Problem with code tag
Fri 05/01/2024 22:42:57
Hi,

I encountered a problem with the code tag (in preview mode)

It is very ugly.

Code: ags
This is code.

This i bearly readable.

Posted as image to show what I mean.
---

https://i.postimg.cc/SKVdtwdp/code-tag.png
---
#2
Hi there,
happy christmas.

Here it is, the brand new editor plugin for easy developing your game (specially translation files)

Download version 0.9.0

All necessary information of how to setup you will find here:

WARNING! This auto translation is no replacement for a human translation.
But it will be a good start.


---

This is a plugin for the game development tool Adventure Game Studio

This plugin adds a root node in the game tree named DeepL

In this upcoming window (after double-clicking) you can set your DeepL api key (an DeepL account is needed).

Then set your source language on the left side and the destination language(s) on the right side (if you have any translation files.)

Any untranslated line will now be translated when you right click on the translation file and select Translate with DeepL (within the Translations tree node).

If you have not set an key, not set the source language and not set the destination language for your translation file then the command is grayed out.

---

After extracting the content into your editor directory you have to modify your AGSEditor.exe.config with the following lines

Quote<runtime>
    <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
      <dependentAssembly>
        <assemblyIdentity name="System.Text.Json" publicKeyToken="cc7b13ffcd2ddd51" culture="neutral" />
        <bindingRedirect oldVersion="0.0.0.0-5.0.0.2" newVersion="5.0.0.2" />
      </dependentAssembly>
    </assemblyBinding>
    <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
      <dependentAssembly>
        <assemblyIdentity name="System.Runtime.CompilerServices.Unsafe" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" />
        <bindingRedirect oldVersion="0.0.0.0-5.0.0.0" newVersion="5.0.0.0" />
      </dependentAssembly>
    </assemblyBinding>
  </runtime>
(The content has to be between the <configuration> </configuration> tags)


Greetings
Rulaman
#3
Currently I am working on a plugin.

But I have a problem and cannot set the translation lines.

let x = host.CurrentGame.Translations[num]
x.TranslatedLines["MMM37"] <- ret.Text

When I save the game the file is not written.

What am I doing wrong?

Is there another way to set this?

Greetings
Rulaman
#4
Hi @all,

It's me
(Mario)
the developer of the famous WFN Font plugin.
Rulaman


At the moment I am learning F#.
This and the fact, that I was around the forum did a quick check for something new I had an idea.

So here it is. A template for an editor plugin in F#
https://github.com/Rulaman/AGS.Plugin.Template.FSharp

Feel free to play along with it.

Greetings
Rulaman
#5
Hi,

i made a little plugin to find the ags development folders more easy in the explorer. (it's quick and dirty and at the moment like an alpha version)




Executable: http://www.filedropper.com/folder-plugin
Sources: https://github.com/Rulaman/AGS.Plugin.Folder


I plan to make an option to set it for all games you open.



Manual:
Usage
=====

Copy the Plugin (and the icon) in the AGS program folder.
Start AGS and double klick (after loading a game) on the entry 'Folder settings'.

Select the path for the icon (Load)
Type in a comment if you want
check the box (Use decoration)

Now check the explorer folder. It has an icon.
#6
Modules, Plugins & Tools / AGS ThemeEditor
Sun 24/03/2019 10:20:40
Hi,

I present you a Theme editor for AGS.

At the moment it is only a PropertyGrid which shows the Elements you can edit and save. (Plain and simple)
https://bitbucket.org/rulaman/ags-themeeditor/src
https://github.com/Rulaman/AGS-ThemeEditor
Edit: Now with the compiled app: https://bitbucket.org/rulaman/ags-themeeditor/downloads/

Planned (unordered):
- Visual attractive editor like VS2017 Color theme editor
- Plugin and stand alone versions
- Change ags sources to interact with editor and instant takeover of the settings.


Greetings
Rulaman

Edit 2021-09-09: Changed Bitbucket to GitHub
#7
Editor Development / AGS compiles with VS2017
Sun 03/12/2017 11:48:46
Hi,

a few days ago I tried to compile the ags sources under Visual Studio 2017. And it works fine.
AGS.Editor.Full.sln

The engine doesn't at the moment. (perhaps i need ogg vorbis and theora) It says, that a type is not defined.

AGS Editor with another Preferences menu

I changed the File->Preferences... menu.
It has now tabs. You can check this out.


I only want to inform you about this. (No need to answer any questions.)


Greetings
Rulaman
#8
Modules, Plugins & Tools / TtfTWfnSci
Mon 02/12/2013 16:17:29
Hi you all,

I present you a new tool.

It converts ttf fonts to wfn and sci (256 characters).

TTF to WFN SCI V1.0.0.0

Select a font, a size and a number for the font, and you are done. Simple and easy.

Edit: 2018.10.01
Now available on bitbucket TTF to WFN and SCI
Edit: 2021-09-09
Moved to GitHub https://github.com/Rulaman/TtfToWfnSci
#9
Hi,

I have brand new font files for the new 256-chars Version of AGS (currently in BETA state).
Feel free to post your own fonts in this thread.


http://postimg.org/image/oc4d5mdv7/


Click here to download
WFN FontEditor Plugin

Edit by Dualnames - Made into a sticky topic for apparent reasons
#10
Editor Development / Bug in adding a tree leaf
Sun 30/06/2013 15:13:42
Hi,

I am developing at the moment a plugin for the editor and I think, I found a bug.

I added in the project tree an new Node (in: public Component(IAGSEditor editor))
_editor.GUIController.ProjectTree.AddTreeRoot(this, CONTROL_ID_ROOT_NODE, "FontEditor", "FontEditorIcon");

in the line after I try to add a leaf
_editor.GUIController.ProjectTree.AddTreeLeaf(this, "sdfh", "Test", "FontEditorIcon", false);      
this doesn't work.


When I click on my node (in: void IEditorComponent.CommandClick(string controlID)) I try to add a leaf
_editor.GUIController.ProjectTree.AddTreeLeaf(this, "sdfh4", "Test4", "FontEditorIcon", false);
this doesn't work either. It shows unter Translations

And when i try to add my leaf when the editor opens a game (in: void IEditorComponent.RefreshDataFromGame())
_editor.GUIController.ProjectTree.AddTreeLeaf(this, "sdfh3", "Test3", "FontEditorIcon", false);
it shows under Scripts

I suppose the problem is in the following function:
public IProjectTreeItem AddTreeLeaf(IEditorComponent component, string id, string name, string iconKey, bool greyedOut)
…
if (_lastAddedNode != null)
{
            {newNode = _lastAddedNode.Nodes.Add(id, name, iconKey, iconKey);







This is a very strage behaviour.

(Tested with 3.2.1 and the newest BETA 3.3.0.1132)

http://postimg.org/image/wa9mhyq83/

#11
Hi,

here is the brand new WFN-FontEditor.

It comes in two versions:
1. A standalone version like Radiants FontEditor
2. As a plugin to AGS

Now it is available the Version 1.2.1.0

Download Version 1.2.0.0
Download Version 1.2.0.0 sources
Download Version 1.2.0.1
Download: Download Version 1.2.1.0

A bugfix release is out.

Additional features:

Since 1.2.0.1:
- save the selection field background color                                (p/s)
- save the state of the grid option                                             (p/s)
- save the render text                                                                (p/s)
- render the font in an example text                                          (p/s)
- change the color of the selection field with right click on it      (p/s)
- extend the font to 256 character                                             (p/s)
- show, if a font is 128 or 256 characters                                   (p/s)

Since 1.2.1.0:
- correct a mistake, that saves a corrupted file

Edit 2018-09-25
https://bitbucket.org/rulaman/wfn-fonteditor
Edit 2021-09-09
https://github.com/Rulaman/WFN-FontEditor


By the way, it was a nice practice to code.
Rulaman


PS: I updated this post to reflect the new changes
#12
General Discussion / MMM-Magazin (German)
Sun 17/10/2010 20:55:25
Hello,

if you are able to read german I have a magazin for you.
MMMM-Magazin Ausgabe_03a

Since this year I released two other versions.
Have fun.


Greetings
Rulaman

PS: At the moment there are efforts to release more MMM episodes in english and probably other languages. Be quiet and relax.
#13
Hi,

I have a strange behaviour.
I open AGS and load a game. Without any changes i close it and Click "yes" to save the game.

When I run a diff between the last change and the current version of the game.agf it gaves me 126 changes.



Why is this?
I get two errors of the first one
--         <ScriptName>aMusic1</ScriptName>
--         <SourceFileName>music\music1.mid</SourceFileName>
++         <SourceFileName>music\music1.mid</SourceFileName>
++         <ScriptName>aMusic1</ScriptName>

and 124 of audio-date changes
--         <FileLastModifiedDate>2008-11-08 18:16:30Z</FileLastModifiedDate>
++         <FileLastModifiedDate>2008-11-08 19:16:30Z</FileLastModifiedDate>

only one seconds or so.

It is annoying when you set your files under source control and want to see the diff, when you add rooms or sprites or something else.

Greetings
Rulaman
#14
I think I found a bug.

When I get an objekt or a hotspot and try to get their name i get the Description instead.

   Object *objAt = Object.GetAtScreenXY(mouse.x, mouse.y);
   Hotspot* hotAt = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
   if ( null != objAt ) { o = objAt.ID; player.Say(objAt.Name); }
   if ( null != hotAt ) { h = hotAt.ID; player.Say(hotAt.Name); }

My player says 'Door' instead of 'oDoorRoom'

So I think this is a bug.

It would be better, if there a two properties.
.Name and .Description.

#15
Hi,

I loaded an old game (8-bit) and see only a black field in the Rooms, instead of the picture, but when I run the game, all colors are there. Is this a bug?

I tested it with AGS 3.0 and 3.0.1
#16
Advanced Technical Forum / AGS-Linguist
Mon 24/12/2007 09:59:10
Hi @all, (a little christmas-present);D

a few weeks ago, i released AGS-Linguist (a modified Version of Qt Linguist) on a german Forum.
Now I do the same here.
This little program assist you to translate the trs-files (or txt [v2.72]).


Beside the program you need the Qt libraries.
AGS-Linguist: -link removed-
small update: -link removed-
Qt-Libraries: -link removed- (Copy the files into the application-directory or in a standard search-path)
Doku: -link removed-

New Link (AGSLinguist and Libraries):
http://www.maniac-mansion-mania.com/index.php?option=com_contentask=view&id=666&Itemid=76

Version:

-----------
432.0.9.2a (Update agslrelease linguist_de.qm; neu/new: english-std.qph): 
- erzeugt tra-Dateien auch aus v2.72 (creates tra-files from version 3.0 and 2.72 [maybe earlier too])
- Übersetzungsdatei kleinen Fehler korrigiert (fixed small mistake in the translation)
- neu: Ausdrucks-Buch fuer Standard-Global-Messages Englisch-Deutsch (new: english-german phrase-book for standard-global-messages)

If you get the german texts in the program, just delete or remove the linguist_de.qm - file
Greetings rulaman

PS: CJ could you please add the // **** room<x>.crm lines in the trs-files again, because the program shows these lines and puts the messages under this contexts
#17
Hi,
is it possible to import multiple sprites in an 256-color game,
like in an Hi-color game?

Will be a Function in the new 2.7 version?


Thanks Rulaman
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