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Messages - Deivore

#1
Thanks Crimson!

I was worried something like that might be true. Thanks for your proposed solutions!

I like #1 better in principle because all the data's in one place, but the data might be complicatedenough that I'd waste more time with parsing errors, I'll play around with it.
#2
Hey all,

I'd like to add an attribute that all rooms would have via script. This would be vanishing points or vectors that affect the directions of keyboard movement, so it is specific to the art in each room.

Reading up on the manual, it looks like I want an "extender function" which lets me add new functions to types that other scripts can see and call. This seems ideal for me because I would like the keyboard movement script to get a new room's vanishing points/vectors when a new room is entered.

However, the manual says Extender Functions are to be placed in the script header, and Rooms don't seem to have script headers, only .asc files. Is it possible to add extender functions to rooms?

#3
Eyy, that did it!! It also took another manual addition to the AGS.Native library references for some reason, but it builds and runs! Thanks so much, all!
#4
Awesome, that solved the AGS library error, cheers! I ended up modifying the project, in development I'd be forking and not committing project changes.

I do have a new error in addition to those listed above, "cannot open file 'dinput.lib'" which appears to be a DirectX library I didn't get from the Aug 2007 download? I'll have to track that one down.

Most of the rest of the errors seem to have to do with various projects being unable to resolve the AGS.Native namespace. The error "NativeMethods is inaccessible" is the compiler assuming a windows' "NativeMethods" is the intended reference, but since there's a "NativeMethods" file in AGS.Native I suspect that error too will disappear when the namespace is resolved.

The weirdest error to me is that the compiler thinks "AGSEditor.exe" is a metadata file?
#5
The former; my alleg-debug-static.lib is built from the AGS repo from the patched branch. I put these libs in a folder near my AGS repo and added an entry for it in the windows path variable but I haven't gotten AGS.Native to "see" it which I expect is some kind of project setting I'm unfamiliar with.
#6
This is the AGS.Editor.Full.sln
The source code is from https://github.com/adventuregamestudio/ags
The current branch is "master"

Running on windows 7 using MSVS 2015 community.
#7
Editor Development / Trouble Building Editor
Tue 28/04/2020 03:42:23
Hey all, I'm trying to build the editor for the first time and I'm unable to get all the projects happy. The step I'm stuck on in the readme is "setup paths to compiled libraries and their headers either in IDE options (older) or project property pages (newer)". I've successfully built allegro, alfont, downloaded irrKlang and dropped it in the appropriate editor folder, and have been setting the aforementioned builds as additional include directories in the project files that request them. I was also able to install August 2007 directX.

My current errors are the following:
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