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Messages - pietakio

#1
Hey thanks again for your help, and yes, it is probably only some weird windows issue with my machines. 

A great idea and job with the lua plugin though, and I'm sad that I can't use it, but AGS-script will probably be fine in the end.

Thanks!
 
#2
Definitely worth a try but just did the c++ runtime library installs (2010, 2008, 2005 for 64 and 32 bit,  hopefully this isn't really dumb to get all of the ones I didn't have...!) and everything is the same as before :(

Hmmmm.....
#3
Hello again! Sorry for all the posts but since I can't even *PLAY* lua-ags compiled games (i.e. Night Thorn) on either of my two machines at home I thought it might be a kind of important thing to try and suss out what's going on in case there are more folks like me who won't be able to use the lua plugin OR play games made with it....

So, a summary of what's going on with my two machines.


XP-64 bit machine:

Here, if the 5 lua plugin dlls are in the AGS editor directory on startup AGS calls an error ("unable to load ags.plugin.lua.dll") and bunks out.

I then went to the "Administrative Tools Event Viewer" in Windows control panel and found the following message related to the ags crash:

"Resolve Partial Assembly failed for Microsoft.VC80.CRT. Reference error message: The referenced assembly is not installed on your system."

Scanning the lua plugin dlls with the program "dependency walker" for the agslua.dll I get:

Error: The Side-by-Side configuration information for "c:\program files (x86)\adventure game studio 3.2.1\LUA5.1.DLL" contains errors. This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem (14001).

It also reports that devmgr.dll is missing, however, it does that for other things that work so I take it with a grain of salt...

Then, when I then tried to PLAY the compiled game Night Thorn (a lua-ags hybrid) I get the event viewer message:

Generate Activation Context failed for C:\Documents and Settings\Administrator\My Documents\GameMaker\NightThorn\NightThorn\Compiled\lua5.1.dll. Reference error message: The referenced assembly is not installed on your system.

And yes lua5.1.dll is right there in the folder that the application is looking for each time (all the required dlls are) -- so this is really kind of funky!

I also immediately checked and can play regular compiled AGS games (5 days a stranger, etc) without issue.

ON the Windows 7 64 bit machine:

Here I put the 5 lua-plugin dll files into the AGS editor folder and fire up AGS without issue. I can activate both components of the plugin and make and write lua scripts and stuff. If there is any call to a lua script in AGS then upon compiling the game (f5 or ctl-f5) I get a message like "LuaValueList is not a public member of 'Lua'. Are you sure you spelt it correctly" and this goes on for all lua-related script. If I remove all reference to lua in the game script and just have the lua plugin activated then it calls a fatal error (ambiguous splash screen mentioned in my first post yesterday). If the lua plugin is disabled, everything is normal and runs fine again. This same kind of stuff happens for games I'm working on, the default game, the empty game, everything.

Running the "dependency walker" on the lua dlls in this system says GPSVC.dll and IESHIMS.dll are missing, though again I see 'em in the System-32 folder so don't understand or know if this is a red herring or not. Scanning AGS dlls gives similar errors and again it works fine.   

I'm not a developer and suspect there is some dependency (visual C++ runtime library?) that you all have on your systems and I don't? Maybe?

Anyways it would be great if the lua plugin could work on at least one of these two computers and probably a good thing to sort out what's happening in case a bunch of folks can't play the lua-AGS hybrid games that get made...

Thanks very much again :)
#4
Hmmm...well...thanks for the suggestion but there isn't another copy of the Lua5.5.dll around on my system...

So far have tried *everything* I can think of but no luck...

The only other possible hint is that when a game.exe compiled with the lua plugin is executed (I tried runnin Calin's "Night Thorn" game), there's an error:

Error:[Lua] lscripts.dat signature mismatch

I can't believe it won't work on either of my computers :(

Anyways, if there are any ideas about dependencies and so on please let me know...

Thank you!   
#5
Hey Denzil,

Well, thanks for letting me know about the 64-bit issue not being the issue and getting back so quickly. The Windows 7 computer is my main one so no worries about the 64-bit XP side of things -- it was just weird that it didn't work there either.

I wonder if I'm doing something stupid?! To get things going the process is really just:
1. copy the five "LuaForAGS_v6_b" dll's into the AGS editor game folder (alongside ags.exe, etc), then
2. start up AGS, activate the blue Lua node to get the scripts and then activate the green puzzle-piece going under the plugins node

?

I had also tried copying the agslua.dll and the lua51.dll + lua5.1.dll into the game folder but no luck.

Hmmm...hopefully I've just done something dumb as this looks like just the thing to take AGS to the next level!

Thanks again!
#6
Hello!

Thanks for all the hard work with the Lua pluggin -- it looks like it can make scripting certain things in AGS a lot easier.

Now, I've been trying to get this Lua plugin to work but it's been crashing no matter what I do. The issue seems to go right back to the plugin itself as even if I create a new default game, enable the Lua plugin (both the "lua scripts" and "lua runtime" components), and then try to run the game with no new Lua scripts or anything, I get an immediate crash (see below)...Obviously the same thing happens if I have a developed game and write some Lua scripts and try to call them in AGS...when I disable the pluggin the game will run again as before...

I had downloaded what I thought to be the latest version of the Lua plugin from http://lua-for-ags.wikispaces.com/ and am running AGS 3.2.1 on a Windows 7 64-bit machine...

After downloading the zipped Lua plugin folder I simply unzipped it and copied the dlls into the AGS editor main program folder as were the instructions...

...the "lua scripts" blue node and "lue code converter" show up in AGS when I did this and I can create new lua scripts in AGS without issue. 

Does anyone have any idea what's going on? I'd really like to be able to use this great piece of work...

Thanks!

Crash:


---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x066DE51E ; program pointer is -23, ACI version 3.21.1115, gtags (0,0)

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.



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)
---------------------------
OK   
---------------------------




So... 64-bit may be the issue.

"Dependency Walker" reports "agslua.dll" and dependency "lua5.1.dll" (bundled with the latest plugin download) as having been compiled for 32-bit systems, declaring: "Error: Modules with different CPU types were found." That said, it seems a bit doubtful that I could be the only poster in this thread running a 64-bit system.

So... 64-bit may not be the issue. Consider me flummoxed. :tongue:

Incidentally, on merely copying all requisite plugin DLLs into the AGS folder of a Windows XP 64 system I have handy, I receive the following error on every AGS startup:

---------------------------
Adventure Game Studio
---------------------------
There was an error loading plugin 'ags.plugin.lua.dll'.System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.DllNotFoundException: Unable to load DLL 'lua5.1.dll': This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem. (Exception from HRESULT: 0x800736B1)   at AGS.Plugin.Lua.InvokeLua.luaL_newstate()   at AGS.Plugin.Lua.LuaForAGSEditorComponent..ctor(IAGSEditor editor)   at AGS.Plugin.Lua.LuaPlugin..ctor(IAGSEditor editor)   --- End of inner exception stack trace ---   at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct& signature, IntPtr declaringType)   at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)   at AGS.Editor.EditorPlugin..ctor(String fileName, AGSEditorController pluginEditorController)   at AGS.Editor.Components.PluginsComponent.LoadEditorPluginIntoMemory(String fileName)
---------------------------
OK   
---------------------------


Thanks much, guys.

Combined double post. ^_^
#7
Hello!

Thanks for your helpful replies. Knowing the limits I'll just try to do what I'm trying to do via the room script :)

All best,

Alexis
#8
Hello!

I am trying to use the Object.Name property in the global script to access an object's name string from any room.

I've looked around for an answer but can't figure out how to use the "Object array" that I've heard about.

Just wondering if anyone could tell me how it works?

I know the basic format is something like:

"object[2].Name"  and that objects are numbered in a room by an ID number, but how does the room number fit in with the object index if we're going for a general script call?

Any insights would be much appreciated.

Thanks!
#9
Hey!

Thanks for the super comprehensive help. The code worked like a charm, with a few minor modifications due to my newbie-ness (I got confused and dumbed it down, hopefully in an OK way). I'll share it here in case another newbie ever wants to pick up an object and carry it around:

Say your object is called oObject. I set it up so that the object is picked up when the player interacts with it and put down if the player interacts with it while it's being carrried.   

In the room script header define four variables:

**************
 
  bool carry_object=false;   //tells the program whether or not to carry the object
  int x;                    //the x-coordinate of the player character's hand
  int y;                    //the y-coordinate of the player character's hand
  int L;                    //the number of the loop -- hand position changes with the walk loop so we need to set up x and y dependent on the loop

************

When the player interacts with the object:

****************

//if the object is on the ground...and neglecting to write in animations that make it look somewhat realistic

if (carry_object==false)
   
    {
       carry_object=true;

//if you have scaling in the room you want the object to scale with the character:

       oObject.IgnoreScaling=false;
     
    }
   
//But if you're already carrying the object, put it down

    else if (carry_object==true)
   
    {
      oObject.SetPosition(player.x, player.y);
      carry_object=false;
     
    }

******************
In room's repeatedly execute function try (Note: I found setting the object baseline to +1 the player baseline as Kris wrote made the object behave funny with respect to other room objects, having it -1 the player baseline worked..who knows!):

  L=player.Loop;

  if (carry_object==true)
{
// set hand position for down loop...

   if (L == 0) { x = 35; y = -80; oWateringCan.Baseline = player.Baseline -1; }

// for left loop...

   else if (L == 1) { x = 0; y = -105; oWateringCan.Baseline = player.Baseline -1;}

// for right loop...

    else if (L==2) {x=0; y=-105; oWateringCan.Baseline = player.Baseline -1;}

//up...

   else if (L==3) {x=-55; y=-80; oWateringCan.Baseline = player.Baseline -1;}

// keep going if you have more loops  ....
   
oWateringCan.SetPosition(player.x + x, player.y + y);

}

***************

Probably some mistakes in there but it works for me.

Thanks again for the help!

#10
Say we have a room object. I know how to make my character bend down to "pick" it up and put it into inventory. But what if I want her to visually pick up the object and have it appear as if she's holding it as she strolls around the room? In other words, the object is following a point on the character as the character moves and the object is moving with the character. I've played with this for hours but can't find a way to make it work in script. Will I just have to make new alternative character views with her holding each object that I'd like to use this way? I'd like to do it in script if possible. Would so appreciate some help. Thanks!!!
#11
Thanks very much! Super helpful.
#12
Hello All,

I am making my first game and already understand that a changing text field can be placed in the long grey "status bar" GUI using commands like:
@HOTSPOT@ or @SCORE@ ...BUT

What I would like to know is how to display a general entity in the status bar. For instance, let's say I define new global integers (I want more score-like variables to stand for things like money, health, time, etc) and I want them to keep updating their values in the status bar display field at the top. How do I do this? I've tried playing around and dug into a lot of tutorials but haven't been able to find out...

Thanks so much for your help.
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