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Messages - NicolaGs

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Thanks, CW.
It works great!

You made it... It works fine! ;)

If you're not comfortable with it, maybe you can drop this from 3.4.1 and put it on the to-do list for the next version ? I'm sure everybody here can live without this feature... ;)

The scaling when starting the game in windowed mode is fixed !
But not when you first start the game in fullscreen mode : when you then switch to windowed mode, it uses max multiplier... and not the one you set in the winsetup.

It seems that fixed multipliers in windowed mode do not work.
If you set up your game with windowed mode and e.g. x2, the game runs at its original size...
If you set up your game with fullscreen with e.g. x2 for windowed mode, when swithcing from fullscreen to windowed mode, you get a max multiplier...

This build contains fixes...
Yes! That did it :)

Hi, sorry to bother you again.
I found another small issue with the management of dual scaling for Windowed/fullscreen mode.

Make a game with default settings :
- fullscreen scaling mode = strech, preserving ratio
- windowed mode scaling mode = max round multiplier
- fullscreen

Run the game : it works as expected, i.e. fullscreen, stretched with good ratio.

Now, switch to windowed mode : it works as expected, with max round multiplier

Then exit the game

Then launch the game again : it runs in a window, but with stretch-precerbing-ratio mode instead of max round multiplier.

The .cfg in"saved games" only store "windowed=" and not the scaling mode... could it be the source of the issue?

Yes... I meant it's not a bug that prevent AGS to run... it doesn't crash the game and it's not even visible on every computer....

I want to give up and release this version.
It's not even an important issue. This shouldn't indeed prevent you to release a new version.

I made two versions this time for the testing; there are different arguments that may be passed to system function, but I am not sure if there's even any difference in our case:
Unfortunately, that does not work :(.
The first build works like the previous one.
The second build works worse : fullscreen -> window gives a black screen, that isn't recovered by going back to fullscreen (it's only a display issue, so the game still runs, and it's fortunately easy to exit...).

win 10 :)
I don't see this behaviour in Win 7.

Edit : do you use a software that tweaks windows management ? (some can change some Windows object behaviours like minimizing every window in the tray, add or remove windows buttons...)

I tested it.

The "bug" related to switching to windowed mode not being in focus with Software Renderer is fixed.
The bug related to switching to windowed mode not being displayed correctly with OpenGL is still here.

I like the new options for scaling modes. It works fine and looks "cleaner" than the previous behaviour.
The option names seem fine.

The Rumpus Room / Re: Can you solve this riddle?
« on: 06 Dec 2017, 20:27 »
Add spoiler tag for Hidden:

I encountered weird bugs with the fullscreen switch.

With Direct3D : no issue
With the Software Renderer : when going from fullscreen to windowed, the window loses the focus and so the sound jitters (not that important... but doesn't look clean).
With OpenGL :
- windowed to fullscreen : OK
- fullscreen to windowed : frame stays in fullscreen and is only resized (the frame gets what should be its windowed size and is moved at the bottom left corner... so there's a black background above and on the right of the frame).

The OpenGL issue does not happen everytime (it works fine on my older laptop and issue has been seen on two different computers...)

Windows 7 x64
AGS 3.4.1 + pre-RC3 fix.
Game is 320x200 and displayed at screen resolution.

Edit : another observation about the OpenGL bug. I used TeamViewer to access the PCs with the issue. I tried to switch from fullscreen to windowed mode.
What was visible on the "real" screen : the game stayed in fullscreen, stick to the bottom-left border of the screen, with black bars above and on the left.
What was visible on the TeamViewer screen : the game was in a window... I can even move it and close it by clicking X button...

So it seems the game correctly switches to windowed mode but the screen is not displayed correctly.

It's the same on both PCs...

- Is possible to use AGS on mac OS X systems?
Yes, but this involves numerous steps... :

- Can you show me examples of AGS produced games running in Android?
For instance : Kathy Rain

@NicolaGs, please try this update:
I confirm that both issues have been fixed! Good job ;) Thanks...

I found another issue :

If you set the Graphic Driver in the editor (in Default Setup) to be OpenGL, it sets "driver=OpenGL" in the acsetup.cfg file, whereas it should be "driver=OGL" to work correctly.

In the same department :
Sprite cache size is not correctly written : editor writes "cachemax=128" instead of "cachemax=131072" (MB vs KB).
This has direct consequences on the game performance... (in my game, it dropped the frame rate from 60 to around  30).

I believe I found a bug related to the translation file.

My project was done with 3.4.0 untill now.
I installed RC2.
I "cleaned" my project folder by deleting the "compiled" folder.
I compiled my project with the RC2 : compilation failed and got an error message : "..\compiled\English.tra" not found.

Full error message :
Add spoiler tag for Hidden:
Code: Adventure Game Studio
  1. Error: Impossible de trouver une partie du chemin d'accès (= "impossible to find a part of the access path") '***my_path***\I_want_out!\Compiled\Data\English.tra'.
  2. Version: AGS
  4. System.IO.DirectoryNotFoundException: Impossible de trouver une partie du chemin d'accès '***my_path***\I_want_out!\Compiled\Data\English.tra'.
  5.   à System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
  6.    à System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
  7.    à System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
  8.    à AGS.Editor.Components.TranslationsComponent.CompileTranslation(Translation translation, CompileMessages errors)
  9.    à AGS.Editor.Components.TranslationsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
  10.    à AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
  11.    à AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
  12.    à AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
  13.    à AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
  14.    à AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
  15.    à AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
  16.    à System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
  17.    à System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
  18.    à System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
  19.    à System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
  20.    à System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
  21.    à System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
  22.    à System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
  23.    à System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
  24.    à System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  25.    à System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
  26.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  27.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  28.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  29.    à System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  30.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  31.    à System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
  32.    à System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
  33.    à System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
  34.    à System.Windows.Forms.Control.PreProcessMessage(Message& msg)
  35.    à System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
  36.    à System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)

The only way I found to be able to compile was :
- making a back-up of my .TRS file
- deleting the translation in the editor
- creating a new translation (with the same name) in the editor
- replace the newly created .TRS file with my backup
- compile

But, each time I delete the compiled\data folder, or just the .TRA file... the message comes back.

Version 3.4.0 was able to re-create TRA file each time if needed.

Beginners' Technical Questions / Re: inverted icon???
« on: 13 Nov 2017, 22:19 »
I think the problem comes from the fact that when you import a picture, you've got to tell AGS what color has to be considered as transparent.
The default setting, when you import, is "top left pixel" : so the color of the top left pixel will be considered as transparent in the whole image.

Here, I see that your sprite image has a black border in the top left : so AGS considers that black has to be transparent (the  pink color in the editor represents the transparency).

What to do : when you import, indicate another pixel for transparency.

edit : CW was faster than me!

Gabriel Knight for me too. gabriel Knight 2 also...
And I really loved Phatasmagoria, back then, despite all its flaws I see now...

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