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Topics - Electroshokker

#1
First off, let me say I like the forums and I usually can find whatever I'm looking for, but that's due to years of experience sifting through these forums. Anyone new to it all will find it somewhat confusing, I'd wager.

Now, I don't know about the rest of you, but as new versions of AGS come out (which each one losing backwards compatibility, which is not a bad thing, mind you), the way modules and plugins are all thrown in one big pile on the forums is a little complicated and confusing, especially for those new to AGS.

So, I suggest to split up the 'Beginners Technical Questions', 'Technical Forum' & 'Modules, Plugins and Technical FAQ' into branches for the different AGS versions.

Something like:

Really old AGS versions (pre 2.7)
AGS 2.7+
AGS 3.0+
AGS 3.1+
AGS 3.2+

Or at least some sort of tags to show about which version of AGS it is all about.

I'm not asking for this to be implemented straight away like this, but to open the discussion:

How do you think the forum should handle all the different AGS versions?

How many times have you dug up just the module/plugin you wanted to use, only to find it's for an older version and not compatible with the latest ags version you're using?

What about the many different modules which basically seem to do the same thing? Should they be grouped together? Is anyone indexing all this stuff, who's updating the wiki?

The point of all this? Making AGS more user-friendly from the support (aka the community) side and liven up the place a little.

So what's YOUR ideas on this subject? Let's get some ideas brewing and figure out better ways for the community to work together.
#2
In order to prevent forum clutter and you having to search any and all threads to find answers, I'll try to bundle all important Q&A regarding to playing AGS under (Ubuntu) Linux here.

Running AGS games with WINE

Install WINE. Put the ags game somewhere on the fake C: drive (preferably, not necessary). Run the exe's with WineLoader. (Double-clicking them should also work)

Running AGS games with the native port

Check out these threads: AGS 2.72, AGS 3.12

Running the AGS windows editor with WINE

See this thread if you want to give this a try. I cannot guarantee a fully stable editor.

Porting the AGS Editor to Mono so it will run natively

Quote from: PumamanMono is now able to run all the C# parts of the editor, but unfortunately because the editor also relies on a Windows C++ DLL (AGS.Native.DLL), it cannot run in Mono at the moment.

At some point in the future I might port all that code over to C#, but it's really not high on the priority list right now.

I'll add that I would love to help Chris in this endeavor, but I'm struggling to find time as it is. If this changes in the future, it's next on my TODO list after maintaining the Linux builds.

I'm experiencing sound stutter in Ubuntu Linux

Kill the pulseaudio server. This solves tons of problems:

Code: ags
ps -aeww | grep pulseaudio


this gets you the pid number example:
Code: ags
3123 ?        00:00:11 pulseaudio


Code: ags
sudo kill -9 3123


Go to system -> preferences -> sound, and change the sound mixer.
Example: from HDA Nvidia (Alsa Mixer) to Realtek ALC888 (OSS Mixer)

(This drove me crazy in some non-AGS games. Haven't experienced it in AGS games yet, but just throught I'd mention it just in case. This might actually resolve some other sound issues as well)

-----------------------------------------

Any and all comments or suggestions, questions and answers that should be listed here, are appreciated.
#3
Admins, please keep both this thread and the AGS 2.72 one stickied. (as neither is considered final and needs further testing and development)

--------------------------------------------------

So yes, it's finally here: a 3.1.2 SP1 build.  :=

-------------------------------

Please submit any and all bugs you encounter!
#4
Engine Development / GNU/Linux Ports
Sun 07/06/2009 14:56:40
With the last linux port being in 2007, and the linux port being officially discontinued in december 2008, you probably thought it dead. Well, it ain't, since I took it over a little while ago.

The new website

I took off where Shawn stopped: AGS 2.72 - and took it a little further...

AGS Linux Engine 2.72 - "The undead Pinguin rises" edition

Just when you thought the damned pinguin was finally dead, he's back for more. Brains!

AGS 2.72 Release Candidate 2
AGS 2.72 Release Candidate 3, with static Allegro & Dumb libraries. (so you no longer need to install them separately)


All special paths point to /home/$username$/.ags/$gamename$ so your save games will end up there instead of where the executable is.

AGS Linux Engine 3.1.2 SP1 - "The undead Pinguin eats your brain" edition

AGS 3.1.2 beta 3

NOTE!

* The engine should work for both the 32-bit version of Ubuntu as well as the 64-bit version
* Always start the game from a terminal! (Otherwise you won't see an error log if it crashes)

KNOWN ISSUES

* No sound in Ubuntu 10.10 (both 32 & 64 bit)
* Video crashes in 64-bit Ubuntu due to GStreamer library issues
* Plugins are not supported
* Fading doesn't work in 3.1.2 SP1

Grab the 2.72 video test game to see it working yourself. (You might need to install the gstreamer0.10-ffmpeg package. Or another plugin which allows you to see xvid/divx movies.)

-------------------------------------------------------------------

Running AGS games with WINE

Install WINE. Put the ags game somewhere on the fake C: drive (preferably, not necessary). Run the exe's with WineLoader. (Double-clicking them should also work)

KNOWN ISSUES:

* Ubuntu 9.10: MIDI does not work. Workaround (unconfirmed): install an application called Timidity and load a soundfont.

Running the AGS windows editor with WINE

See this thread if you want to give this a try. I cannot guarantee a fully stable editor.

Porting the AGS Editor to Mono so it will run natively

Quote from: PumamanMono is now able to run all the C# parts of the editor, but unfortunately because the editor also relies on a Windows C++ DLL (AGS.Native.DLL), it cannot run in Mono at the moment.

At some point in the future I might port all that code over to C#, but it's really not high on the priority list right now.

I'll add that I would love to help Chris in this endeavor, but I'm struggling to find time as it is. If this changes in the future, it's next on my TODO list after maintaining the Linux builds.

-------------------------------------------------------------------

Future plans and dreams (don't get your hopes up too much, as some of these might not be realized in a looooooong time if at all)

In order of (probable) occurrence (or not):

- Fixing sound (by replacing the sound system)
- Adding OpenGL support
- AGS linux game editor
- Porting AGS to other architectures (like ARM for handhelds and what not)

-------------------------------------------------------------------

If you encounter any problems running AGS 2.72 or 3.1.2 games, let me know. Your feedback is appreciated!

Always mention your OS, the AGS version and the version of the linux port you're using, and of course the complete error stack.

Segmentation Faults

Example: Shutting down Allegro due to signal #11

These faults point to different errors. Please provide further information (what were you doing, when/how did this occur)

-------------------------------------------------------------------

NOTICE:

I'm changing hosting solution. As soon as it's completed, I'll bring the old linux builds back up for download. In the meanwhile, feel free to contact me if you need them urgently.
#5
While the more experienced scripters amongst you probably have this all figured out, I reckon the rest of you would have major difficulties getting a character to say something in the background, while animating a speech view and playing a voice clip.

If so, this module is just for you, then!

You'll never want to use the old Character.SayBackground again!  ;D

Module:  Background Speech
Version: 1.1.0 (updated by And-Or)

Download it here!
Mediafire link

Works with AGS 3.2!

What it does

- Plays background speech with text, sound & animation.
- Supports multiple characters

What it doesn't

Lip sync. No can do.

----------------------------

character.SayInBackground(String message, AudioClip* clip, int view, AudioPriority priority=eAudioPriorityNormal);
Similarly as in the previous version, prints the message in "talking style", plays clip and animates the view. The difference is that you can do it for several characters at the same time (as many, as many overlays and channels there are). Also, if you don't want to play the voice, you can pass null as clip. And if you don't want to change the animation, you can pass 0 as view.
The displayed text disappears after a time that depends on the game speed and the length of the text. You can also make the character stop speaking earlier, using StopSayInBackground.

character.StopSayInBackground();
Stops speaking in background (audio and animation).

character.BackgroundTalkActive();
This will tell you if the character is currently speaking in background.
#6
Once upon a time long, long ago, I decided to write an AGS module out of my game script.


- the old version (1.7.2) is already included in the current AGS builds (has been for quite a while now)!
- version 2.0.0 for AGS 3.3 is available! (Get the agt file here)

New 2.0.0 Features:

- separate event handler scripts for characters and inventory items (aka interact/look/talk to/use interactions are now handled outside of the global script, keeping it nice and clean. You only need to set a specific function as catch-all function in the events)
- dynamic changing of overhotspot action labels and the 'act' property (if for instance you want to change a specific action to something different than what you set in the corresponding property, or if you want to turn a regular hotspot into an exit or something)
- cursor outline when holding an inventory item and moving over something it can interact with

Old features (but more bug-free):

- fully interchangable gui system (want to switch verbcoin/inventory GUI's half way through the game? you can!)
- a fully integrated verbcoin system where you can add upto 6 buttons to the verbcoin
- @overhotspot@ special interaction label properties (change an object/character/hotspot's properties to display either default or custom text when moving over the corresponding verbcoin button)
- basic keyboard support
- double-click functionality on hotspots/objects based on a boolean property ('act') (useful for room exits!)
- game resolution independent
- the ability to enable/disable this module at any point in your game!

backwards compatibility notice

v2.0.0 will *break* your old 1.7.2 code, though it is possible to replace the old functions with the new (more logically named) functions and properties.
AGS 3.3.0's find all occurrences functionality will make the transition a bit smoother.

Known bugs

No known bugs yet. Old 1.7.2 bugs stomped.
I expect bug reports from you guys!
#7
Greetings, we've been working on this for some time now...



Check it out!
#8
Hi there, guys.

Seeing as a bunch of you guys probably want this, I transformed the global script of our game to an easy to use module.

Initially called Enhanced Verbcoin module, I've since redesigned it so it can do so, so much more. See the PDF for a description of it's functionality and all changes.

EDIT: This module is outdated. There is a brand-new template (for AGS 3.0) which has full functionality and pretty much all issues sorted out.

See http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745.0
#9
An in-game screenshot of the inventory (inventory items are irrelevant, they will all be replaced by new ones)



Any comments? (the lighting, ...?)
#10
I've been trying something here:

I want to have a dark overlay of my background (pitch-black), with one area (an object or something) which can move over it in any direction, which makes the background under it visible again.

like so:



currently, I have 'solved' this, by creating an object twice the size of the background, with a transparent circle cut out in the center. By moving this object, I get the desired effect.

(this has limitations for the movement of the circle, but by increasing sprite dimensions, file size is also increased)

Unfortunately, this object's sprite takes up about 2 Mb. Is there any way I can get the same effect without having to create such a large sprite?
#11
We're currently having a poll about the look of our main character. Have a look.

more artwork is found at this spot

note: the website won't be updated 'till we're further along, artwork is currently going extremely slow 'cause our lead artist got a real life (go figure)

Feel free to post any comments here about anything you see.
#12
I'm using AGS 2.7

I have the "Handle inventory items in script" tagged, 'cause I'm making a custom inventory gui (CMI style, with the coin-gui over inventory items as well)

the problem is when I try to change the Mouse.Mode to eModeUseinv after a left-click on an inventory item, the mouse mode refuses to change to that cursor mode. It just stays in the previous cursor mode. If I tell it to change to any other cursor mode, it works as expected.

Here's the code (only the relevant part, everything else of my script could be removed without any difference to the response)

Quote
#sectionstart on_mouse_click
function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
    }
else if (button == eMouseLeftInv){
    Mouse.ChangeModeGraphic(eModeUseinv,inventory[game.inv_activated].Graphic);
    Mouse.Mode = eModeUseinv;
    Display("mouse mode is %d", Mouse.Mode);
   }
}
#sectionend on_mouse_click

I tried changing it to right click response, but no go either.
I searched through the forum and bug reports, but couldn't find any answers. Does anybody know how to fix this (or a workaround?)

EDIT: Thanks, that worked!
#13



Quote"And so it came to pass. What was once mere thought is now reality."

A great adventure in the making!

Website

http://www.t-vandepoele.be/pms

Features

640x480 32-bit graphics, in CMI (Monkey Island 3) style
ogg encoded ambient music
all improved verbcompass gui system
puzzle solving fun

Story

You're a man of action, a rogue, a swashbuckler, a man who can drink fifteen kegs of beer in under 10 minutes, a man on a real important mission!
That is, if you could get actually remember what it was.

Reclaim your lost memory, your pirate skills and most importantly your loot. Get a ship and crew together and go save the day (or at least have some fun)! What more could a man want?

Screenshots

(resized for easier overview, click on any to view it in full glorious 640x480 ;))



Team




Lead Programmer
Tom 'Electroshokker' Vandepoele

Dialogs
Tom 'Electroshokker' Vandepoele
Micheal 'Fawfulhasfury' Cross
John Cusick

Background Artist
Daniel 'zyndikate' Thomas

Animations
Tzanko Tchangov
Kyle Evans
Daniel 'zyndikate' Thomas
Lizzie Hupcey
Chris Spry

Art Support
Eyal "Ejay" Jamer

Music
Anders "A-hed" Hed
Helge "Bluegrot" Taskdal

Sound FX by
Matthew Brown
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