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Messages - tristan78

#1
When I export and then import a GUI with mutated vowel (for example ä, ö, ü or àŸ), this error pops up:

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Adventure Game Studio
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There was an error importing the GUI. The error was: Ungültiges Zeichen in der angegebenen Codierung. Zeile 1, Position 653.
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OK   
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Translation: Illegal character at the stated coding. Line 1, Position 653.

When I replace the mutated vowel, it works.

Tested with editor versions 3.0.0.23 and 3.0.1.30

GUI with mutated vowel
Same GUI without mutated vowel
#2
Quote from: ProgZmax on Thu 22/11/2007 22:04:19
You don't need pamela to have lip syncing work in ags at all, just the built-in editor.

Why I allways use the Pamela lip sync, when it's much easier  ???

Sorry for confusing...
#3
Quote from: KhrisMUC on Thu 22/11/2007 00:18:40
No, LucasArts-style.

Hi KhrisMUC,

lip sync isn't as easy as it sounds. The manual says that the voice sync feature only supports Sierra-style.

In your Default\Speech folder aren't any .PAM files.  They are necessary to make the sync. You have to set up the phenomes in Pamela. Then open the wave file with Pamela and place the phenomes on the wave file. Save the pam file with the same name as the wave file. When you rebuild VOX Files, this pam file is compiled into the speech.vox and will be used to sync the animation of the talking frames during the game.
#4
Quote from: Pumaman on Thu 20/09/2007 20:58:01
QuoteI have one character named cMichi (realname "Michi") and i have a view named "Michi". When i rename the view into "vMichi" the debug-run and the built works without errors.
But when i run the game (DirectDraw or Direct3D) and talk to the character Michi the second time,  i get the following message: 

Beta 10 fixes a bug where the "MICHI"-type thing wasn't defined for characters, which was causing backwards compatibility problems. This has been fixed, but it means that if you have a character called "cMichi" and a view called "Michi" they will conflict. However, you shoudln't be getting a crash like that. Are you sure you're not using "MICHI" somewhere in the script where you want a view number, but are providing a character number instead?


Again the "Michi" problem: it seems to be a problem with the dialog I will start. Each time the dialog shoud start I get a crash. If I change the global script to start another dialog it will work.

Is there something wrong with my diaolg script?

---------------------------
Adventure Game Studio
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An internal error has occurred. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 2.80.948)

Error: Out of memory: failed to allocate -120586240 bytes (at PP=77)

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OK   
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Code: ags

// Dialog script file
@S  // Dialog startup entry point
return
@1
player: Can I enter the next room?
Michi: You're welcome
return
@2
player: Show me the next room
Michi: I have to stay here
return
@3
player: Bye
Michi: Bye
stop
#5
Quote from: ciborium on Wed 19/09/2007 03:08:50
I am running 2.8b9 and just tried the 'Check for updates' function in the editor, knowing that there was an update to b10.  The editer *seemed* to do a check and found no new beta updates.

I've tried this to and got the same. From 2.8b8 to 2.8b9 it was fine.

I have another problem. There is a compilation error:
Message: Error (line 66): macro 'MICHI' already defined.
File: _AutoGenerated.ash

I have one character named cMichi (realname "Michi") and i have a view named "Michi". When i rename the view into "vMichi" the debug-run and the built works without errors.
But when i run the game (DirectDraw or Direct3D) and talk to the character Michi the second time,  i get the following message: 

---------------------------
Adventure Game Studio
---------------------------
An internal error has occurred. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 2.80.946)

Error: Out of memory: failed to allocate -1498717290 bytes (at PP=77)

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OK   
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