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Adventure Game Studio
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There was an error loading plugin 'ags_d3d.dll'.
Unable to load plugin 'ags_d3d.dll'. It may depend on another DLL that is missing.
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OK
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Adventure Game Studio
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An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.4.0.13)
Error: 32bit colour mode required.
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OK
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EDIT 2: This is weird... I got this error even though my game is 32bits colour with true alpha. ??? ???Quote---------------------------
Adventure Game Studio
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An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.4.0.13)
Error: 32bit colour mode required.
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OK
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DLLEXPORT void AGS_EngineInitGfx(const char* driverID, void *data);
Called by AGS just before the graphics driver is initialized. This allows you to make changes to how the driver starts up.
driverID is the ID of the graphics driver in use. This can either be "D3D9" if the player is using the Direct3D driver, or "DX5" if they are using the standard DirectDraw driver.
If driverID is "D3D9", then the data parameter is a pointer to the D3DPRESENT_PARAMETERS structure that AGS is about to pass into CreateDevice. If you need to enable extra features such as the Auto Depth Stencil, then you can do so by changing the member variables at this point.
If driverID is "DX5", then the data parameter will currently be passed as NULL.
This event is called just as the graphics subsystem is starting, so functions that like GetScreenDimensions that rely on the screen being initialized will not work if called from this event.
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Illegal exception
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An exception 0xE06D7363 occurred in ACWIN.EXE at EIP = 0x76BDB727 ; program pointer is +1004, ACI version 3.4.0.13, gtags (32,400)
AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.
in "room1.asc", line 29
Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
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OK
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CW, can you confirm that GetPathToFileInCompiledFolder(const char*fileName, char *buffer) is no longer working as expected with the new platform specific folders or is there some other method I should be using to get the final compilation folder?With changes to build folders structure I was going to remove any dependency on hard-coded folder names in the engine in the future, and subsitute them with some parameter passed by the Editor.
But then again, does the video need to be in room_load?You can of course load the videos whenever you need them, shouldn't make any difference.
StartCutscene(eSkipESCOnly);
while (video.NextFrame() && !IsKeyPressed(eKeyEscape))
{
Wait(1);
}
EndCutscene();
Wait(1); // Need to wait here so the key press doesn't skip the dialogue
cEgo.Say("This is not shown without the extra wait");
Error:Unable to create local script: Runtime error. unresolved import 'D3D_Video::get_renderStage'
#define VIDEO_VERSION
#ifdef VIDEO_VERSION
D3D_Video* video; // defined at the top of the script
#endif
function room_Load()
{
#ifdef VIDEO_VERSION
// load the video code
#endif
#ifndef VIDEO_VERSION
Display("Couldn't load the plugin");
#endif
video.renderStage = eD3D_StageBackground;
Hey, anyone using this plugin figured out how to fix an issue with full screen alt-tabbing?
Hey, anyone using this plugin figured out how to fix an issue with full screen alt-tabbing?
There have been few fixes to Direct3D fullscreen in the engine since, please try again with the latest 3.6.0 / ags4 branch.