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Topics - deltamatrix

#1
The Rumpus Room / Half Life 3 rant
Sat 12/05/2012 10:03:20
There is no Half Life 2 Episode 3 or Half Life 3 in development and never will be!

No I have no proof or sources to back that up but after reading that yet again there will be no E3 announcements this year and many numerous u-turns and what seems like a massive scale of indecisiveness, I have decided to accept that the game will never officially exist.

It really does seem like Valve have bitten more than they chew with ambition and cannot handle it. I wouldn't be surprised if they will cancel it after wasting a lot of money on it and still not have gotten anywhere - this is starting to remind me a lot of Duke Nukem Forever now, an ambitious project that we all know bit more than it chew and spat out crap in the end.
I also recently read a similar article about the same thing happening for the Black Mesa Source project, despite them now say it is due for release soon (fingers crossed!). Also I saw very vividly on the Hero6 project about over-ambition and poor management - and guess what, it failed!

I have no proof on any of the above for Valve and the future of the Half Life series but I have strong suspicions. You may think I've gone a bit crazy but I think it'd be crazier to maintain excitement for a game that is long overdue and will probably be crap now! (Duke Nukem Forever, Simon the Sorceror 3D.....all disappointing sequels)
#2
Hi,

Has anyone considered incorporating support for SVGs or vector-based graphics for use as backgrounds, regions, walkables and sprites etc?

Imagine having an out-the-box ability to download an AGS game and being able to dynamically scale its graphics from the retro 320x200 to smartphone resolution and right up to 1080p quality. Given the common nature of graphics used by most AGS developers (which don't hold much graphical detail or photorealism), the usage of vector graphics rendered by applications such as InkScape would be very useful in the AGS world.

Just a thought.

Delta
#3
Hi,
(Apologies in advance if this is already suggested or being worked on)
I was randomly thinking that given the nature of AGS dev project often bring a smallish team spread across the globe, AGS would benefit if you guys working on the open source AGS code could better integrate it with source control systems.

Particularly if the sprite database is instead stored as its individual files rather than one integrated sprite database file.
Also split the crm files out into separate config files and image files for the hotspots, regions, scripts, walkables etc.

It would be cool if SVN or GIT plugins were available to directly link up to a source control backend.

Thanks
#4
Hi all,

I have been a on/off member of Hero6 for too long and seem to be the only 'surviving' member who wouldn't mind seeing it thru to some completion. However, this is simply never going to happen as the Hero6 project is dead as a can of spam and I don't have the time, patience or effort to continue and neither does anyone who was a member.

I was wondering, should I just publish the src code here (it was ported to AGS a while ago) and see if anyone wants it coz I have lost interest in working on it.

Thanks

Delta.

EDIT: Here is the src:
http://s153599580.onlinehome.us/files/Hero6_src_0302.rar

Please note that this never even reached alpha stages so please be prepared for bugs, messy code and many TODOS.
#5
Hi,

Sorry if this has already been asked but does AGS support pass-by-reference for primitives? I have some code that would look far cleaner and more concise if any form of pass-by-reference was supported.

Thanks

Delta
#6
Hi,

I thought I'd post here coz I was just wondering something. Does anyone here still (or have you ever) liked the idea of a new Quest For Glory like adventure game? I'm asking because I was one of the technical developers on the Hero6 project. I do feel like I did partially waste my life because it doesn't seem to be going anywhere at all and the main contributors have all lost interest and buggered off......myself included. This is why I was also considering open-sourcing part of Hero6 to the wide AGS community (the old MAD engine was abandoned in favour of AGS a few years back).

But I was curious as to the interest of the genre resurfacing in this community. The only decent games in this genre so far have been the QFG2VGA by AGDI and QFG4 1/2. While there was still a few determined to keep the QFG genre alive, the strength of this small isolated community seemed to be all but diminished.

I would like to see a new QFG styled game and would love to see Hero6 completed but I doubt it will happen because of us guys behind it never wanted it to be another case of what Duke Nukem Forever ended up. Otherwise, we might as well call it "Hero's Quest Forever".  ;D

#7
Hi,

I want to develop some code that enables a robot to shoot at a moving target (i.e: the player character). but rather than spawning a laser object and simply MoveObject, I want the object to continue moving past the target if it misses (i.e: move along an angled trajectory).

My question is, does anyone know of any existing code or pseudo code available that already does this which I can reuse. I am currently researching this myself but thought I'd ask here as well.

Thanks

delta
#8
Hi,

I want to develop some code that enables a robot to shoot at a moving target (i.e: the player character). but rather than spawning a laser object and simply MoveObject, I want the object to continue moving past the target if it misses (i.e: move along an angled trajectory).

My question is, do you know of any existing code or pseudo code available that already does this which I can reuse. I am googling but thought I'd ask here as well.

Thanks

delta
#9
Advanced Technical Forum / Negative tints?
Mon 29/09/2008 22:34:12
Hey,

Why does Character.Tint not support negative tints? I could use the ability to reduce the level of red and well as increase the blue content. Negative tints were allowed in a-v-o's flashlight plugin.

I don't see why this feature can't be implemented in AGS.
#10
Hi guys,

I'm trying to find a function that returns whether an XY position is a walkable or not. Or returns the number of the walkable area.

Could you help me out here please?

Delta.
#11
Hi,

I have recently migrated from 2.72 to 3.0.2 and I have found it to act very strange when changing rooms.
The symptom is that the room background does not update when the cEgo.ChangeRoom method is called. The room does change and all the masks and walkables are correct, but the room background is not refreshed. Instead we get the same background as the previous room.

Has this been noticed before? I've found that it only seems to happen during when the main character is in a combat situation where a combat loop is consistently looping until a result occurs. I've yet to isolate the direct cause of this regression so I was wondering if anyone else had seen this?

Thanks

Delta

SOLVED: Ok. It just occurred to me and its caused by some DrawingSurface functions.
#12
I will seem dumb but the DX9 will not work for me. Always get this error msg:

---------------------------
Adventure Game Studio
---------------------------
There was a problem initializing graphics mode 640 x 400 (32-bit).
(Problem: 'Direct3DCreate failed!')
Try to correct the problem, or seek help from the AGS homepage.

Possible causes:
* your graphics card drivers do not support this resolution. Run the game setup program and try the other resolution.
* the graphics filter you have selected does not work. Try another filter.

I have tried all varieties of resolutions available and it still don't work. Have I missed something?
My GFX card is Geforce 6200 and I got directx 9.0b installed.

Please help
#13
Has anyone managed to get the flashlight plug-in to work at 32-bit. It won't work for me here. I'm running at 320x240 32-bit and all the function calls appear to do nothing. Can anyone help? I am using v1.2.1 of this plugin.
#14
Advanced Technical Forum / Non-square buttons
Fri 25/05/2007 18:09:21
I've been having trouble setting up GUI's using button sprites that don't conform to the standard rectangular shape of the GUI buttons.
In some cases, the GUI buttons can overlap due to their square shape because of buttons being aligned in a diagonal direction.

If it possible to set up a GUI so that the transparent segments of a button sprite are non-clickable?
#15
(Exception 0x00000000 at EIP=0x00000000, AGSEDIT v2.72.652, SIP=26)

It occured when attempting to import an animated GIF. The GIF displays on a website and on Windows but AGS don't like it.

Surely, it should be possible to recover from such errors so I don't have to lose my work.
#16

I am experimenting with alternating the position of class portraits LEFT to RIGHT as different characters speak. I just thought it would be useful if you could change the position of the dialog pictures via the dialog script.

Just a suggestion.

#17
Is there not a way to pass arrays to functions in AGS? It'd be cool to do it a similar way to C++.

i.e. int foo(int *array)
#18
Hi,

Another beginner question from an experienced programmer. Oh the shame!

I can't find the option to disable character blocking. i.e. when a character automatically walks around another character.
I would like to disable this feature for characters who in my game are lying dead on the floor as they can sometimes block access to exits.

How do I do this?
#19

I had a VIEW name which was the same as a character script name. AGS wouldn't allow these two script names to match. This is odd coz surely these names shouldn't really be a match as the character script name is prefixed with a 'c'.
#20

Oh dear!
I have a large GUI that will require just under 50 Controls vastly surpassing your limit of 30. Why the tight limit?
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