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Topics - trevbot

#1
Howdy!

I apologize if this is covered somewhere standard, but the manual appeared to list some supported formats, but didn't appear to have any information about sample rates etc. (which I think might be the problem?).

So, short version: when I import a .WAV of my original music, the file imports but the preview says 0:00/0:00 and plays a garbled noise for a split-second when I press play.

I have tried with .MP3 versions of different original compositions and they seem to work fine.

I'm thinking the obvious short-term fix is to use .MP3 versions of everything (or maybe .OGG if I'm re-exporting anyway), but I wondered if there was a guide or resource somewhere that could help me work out the .WAV problem.

Thanks!
#2
Hi! I'm having a little trouble with the following function - it doesn't appear to be called anywhere?

Code: ags
function show_restore_game_dialog()
{
  System.Log(eLogInfo,  "Showing restore dialog.");
  lstRestoreGamesList.FillSaveGameList();
  open_gui(gRestoreGame);
}

I'm using the default Save/Restore GUIs, and I noticed that when I save everything appears to work as expected, but when I open the restore GUI, no save file is listed. My understanding was that the above function is what populates the list in the restore GUI, so I put the LogInfo line in there to see when the function was called. It appears it never is.

I started this project years ago and am just coming back to it recently, so I'm not 100% sure what I did when I set it up, but I'm quite sure I didn't do anything specifically with the save/restore functionality. I'm using the default gSaveGame and gRestoreGame GUIs, so I figured "show_restore_game_dialog()" would be called when they open? I thought maybe there was an event for "on open" or something, but can't find such a thing.

Would love a nudge in the right direction.  :smiley:
#3
Hello!

I am working with the BASS template, and would like to have an inventory GUI displayed at all times.

However, when I set the GUI to "always shown" it is only shown briefly when the room is loaded, and disappears again. It does display when the mouse cursor crosses a y-coordinate around the top fifth of the screen.

I was led to understand from this post that the issue probably lies in the BASS template script. I was hoping that someone might be able to point me to the specific section of code that's overriding the "always shown" and forcing the hover-to-show behaviour.

Thanks!
#4
Okay, so I have a door 'object' which I have made an opening animation for. It plays fine.
My problem is that when the door is closed and the player walks near it, the door is drawn over-top of the player. I would like it to be the other way around, so that the player appears to be in front of the door. Is there something I can script for this? (Or better yet a property I can change?)

-T
#5
So, I went to save my project and it gave me an error that said it couldn't save the sprite data. I minimized AGS to check out the forum, and when I restored the window, I got this error:

"Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.1.2.82

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at GetRelativeSpriteHeight(Int32 )
   at AGS.Native.NativeMethods.GetRelativeSpriteHeight(Int32 spriteSlot)
   at AGS.Editor.NativeProxy.GetRelativeSpriteHeight(Int32 spriteSlot)
   at AGS.Editor.ObjectsEditorFilter.GetSpriteHeightForGameResolution(Int32 spriteSlot)
   at AGS.Editor.ObjectsEditorFilter.PaintToHDC(IntPtr hDC, RoomEditorState state)
   at AGS.Editor.RoomSettingsEditor.bufferedPanel1_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)"

So, I tried shutting the prgram and opening it again, and it says:

"Unable to load the sprite file ACSPRSET.SPR. The file may be missing, corrupt or may require a newer version of AGS."

What's worse, is that it won't load my project at all. Am I going to be able to recover my last update, or am I back to my last backup? (In this case: square one.)

I just downloaded AGS from the site two days ago, so I doubt the version is the problem.

-T

ps. There was no dump file made.
#6
So, I thought I should run the demo game that comes with AGS to get an idea of how to use it, and... BAM! Error.  ???

The error message that appears refers to: "0x0000005 in ACWIN.EXE at EIP=0x004EE91B"

Has anyone hit a similar problem? I tried looking through the FAQs and searching the forum, but this issue didn't seem to be anywhere.

Any info would be fanstastic!

-T
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