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Messages - yarooze

#1
Quote from: Crimson Wizard on Fri 27/12/2024 01:54:47@yarooze there was a bug in AddWaypoint, here's a temp build with a fix:
https://cirrus-ci.com/task/5025614987526144
It works. Thank you.

PlaySound("Your sound card works perfectly!");
#2
Quote from: Crimson Wizard on Thu 26/12/2024 22:50:52
Quote from: yarooze on Thu 26/12/2024 22:30:35and sometimes the game crashes then

Please tell is there any error message when it crashes?


Looks like this:
https://get.hidrive.com/i/JNHiHwr8

then sometimes this message:

Code: ags
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x779928CF; program pointer is +9908, engine version 4.0.0.11, gtags (0,9)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and contact the game author for support or post these details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------

#3
Sorry, but it's me again.

It seems for me, that the function Character.AddWaypoint doesn't work as described: https://adventuregamestudio.github.io/ags-manual/Character.html#characteraddwaypoint


If I put it into the default game, the character walks endless on the 50,145 point and sometimes the game crashes then:
Code: ags
function room_AfterFadeIn()
{
  cEgo.Walk(50, 145);
  cEgo.AddWaypoint(100, 145);
}

If I remove AddWaypoint line, then cEgo stops on the 50,145.

Am I doing something wrong?
#4
General Discussion / Re: Happy holidays
Wed 25/12/2024 22:15:46
Quote from: cat on Mon 25/12/2023 20:41:21I just started the AGS editor to see if the splash screen is still there. I was not disappointed  :)

Happy holidays!

Saw it first time today. :)
#5
I've got some strange behavior with the new AGS4 build a couple of time.

As I wrote the function (actually I did some copy pasta and change some parameters), I've got an error message:

Code: ags
Error: Der Index war außerhalb des Arraybereichs.
Version: AGS 4.00.00.12

System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
  bei AGS.Editor.AutoComplete.GetFunctionParametersAsVariableList(ScriptFunction func, List`1 variables)
  bei AGS.Editor.AutoComplete.GetLocalVariableDeclarations(ScriptFunction func, List`1 localStructs, String scriptToParse, Int32 relativeCharacterIndex)
  bei AGS.Editor.ScintillaWrapper.CheckFunctionForLocalVariables(Int32 currentPos, ScriptFunction func, String scriptExtract, Boolean searchWholeFunction)
  bei AGS.Editor.ScintillaWrapper.GetListOfLocalVariablesForCurrentPosition(Boolean searchWholeFunction, Int32 currentPos)
  bei AGS.Editor.ScintillaWrapper.FindLocalVariableWithName(Int32 startAtPos, String nameToFind)
  bei AGS.Editor.ScintillaWrapper.GetFinalPartOfExpression(Int32 currentPos, ScriptStruct& memberOfStruct, Boolean functionsOnly)
  bei AGS.Editor.ScintillaWrapper.CheckForAndShowEnumAutocomplete(Int32 checkAtPos)
  bei AGS.Editor.ScintillaWrapper.ShowAutoCompleteIfAppropriate(Int32 minimumLength)
  bei AGS.Editor.ScintillaWrapper.OnUpdateUI(Object sender, EventArgs e)
  bei ScintillaNET.Scintilla.OnUpdateUI(UpdateUIEventArgs e)
  bei ScintillaNET.Scintilla.WmReflectNotify(Message& m)
  bei ScintillaNET.Scintilla.WndProc(Message& m)
  bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


"Der Index war außerhalb des Arraybereichs." means "The index is out of the array boundaries"

The Editor did not crash. Simple displayed me this message a couple of time. I was able to work further.

I'm not really sure how to reproduce it. I added parameters into the existing constructor (it had no parameter and was imported into the struct in the ash file). So I wrote something like this in the asc file:

Code: ags
void SkyViewElement::SkyViewElement(SkyView *skyView, int is = 0) 

ash was like this:

Code: ags
import void SkyViewElement();

Message as screenshot:






#6
Quote from: Crimson Wizard on Wed 18/12/2024 18:24:04This is when you have "import" keyword used in function's body, like:

Oh.. looks like "silly me".

You mean: "Import belongs to the header. Export belongs to the code. Copypasta is evil."?
#7
Windows Defender is actually deactivated. Trend Micro is active but has nothing in log.
#8
The new features of AGS4 are great! Nested objects, multi dimensional arrays, watch variables window, shiny new editor windows.. I don't know, how we lived without them.  :smiley:

Unfortunately, after I wrote some functions, the editor starts crashing from time to time without any warnings.

I click F5 or "run" button.
AGS popup "Please wait while your scripts are compiled..." appears.
Then the editor crashes and Windows popup "AGS Editor for Windows does't work anymore" appears.

This one:



The game can be compiled then, if I edit any script (adding some spaces or new lines is enough), save it and compile it again. So it seems, that I can reproduce this error and compile it correctly with the same code.  :confused:

I have some nested Object in my code (even some recursions), but it crushes on compile - not in the run time.

So my questions:
1. Is there any possibility to write some logs to find the problem?
2. Do anybody have such problem with the crushing editor?


I'm using Win10.
Code: ags
AGS Editor .NET 32-bit (Build 4.00.00.11) ** BETA VERSION **
v4.0.0, November 2024
#9
Thank you, Crimson Wizard. No questions left for this topic.
#10
Hi!

I'm a little bit confused with the struct attributes.


1. What is the point to use them instead of simple fields and methods? Only to mask getter/setter?


Here are the examples from the doc.

With attribute:
Code: ags
struct Weapon
{
    protected int damage; // this is our actual property to store the damage
    import attribute int Damage; // this is our attribute
    import int get_Damage();
    import void set_Damage(int damage);
};

int Weapon::get_Damage()
{
    return this.damage;
}

void Weapon::set_Damage(int damage)
{
    this.damage = damage;
}


Weapon *weapon = new Weapon;
weapon.Damage = 10;

Without:
Code: ags
struct Weapon
{
    protected int damage;
    import int GetDamage();
    import void SetDamage(int);
};

int Weapon::GetDamage()
{
    return this.damage;
}

void Weapon::SetDamage(int damage)
{
    this.damage = damage;
}

Weapon *weapon = new Weapon;
weapon.SetDamage(10);
Display("%d", weapon.GetDamage());


The example without attribute is shorter but makes the same, or am I missing something?


2. what is this "this" injection for? To access fields without "this."? But there is no injection in the constructor, but "_data" is called without "this.". Can I inject "this" into simple getter and access protected fields? How can I access a global variable with the same name?  :confused:

Code: ags
managed struct MyStruct
{
     import void MyStruct(int data); // this is constructor
     import readonly attribute int Data;

     writeprotected int _data;
};

// script
void MyStruct::MyStruct(int data)
{
     _data = data;
}

int get_Data(this MyStruct*)
{
     return _data;
}






#11
Quote from: Snarky on Sun 08/12/2024 14:57:22Note that there is a module that makes multiple TextBoxes work the way you would expect, with only a single one having focus:

https://www.adventuregamestudio.co.uk/forums/modules-plugins-tools/module-multitextbox-v1-00-handle-multiple-text-boxes/msg636616479/#msg636616479

It's pretty easy to use. There is also my TextField module that acts as a TextBox replacement and gives you a text cursor (caret) that allows you to edit the text in the middle, use copy-paste, etc. It also has only one TextField having focus at a time.

This looks interesting. The cursor would be my another question. Thank you.
#12
Quote from: eri0o on Sun 08/12/2024 12:44:27That is expected, the way it works is you have to disable the textbox you don't want to capture input and enable the ones you want to capture. There isn't anything like focus or selected state in GUI controls.

Ah.. thank you.

Also something like: disable both fields by default, add the buttons "edit1" and "edit2" with enable/diasable script and diasble on text box activate event?

Code: ags
function TextBox2_OnActivate(GUIControl *control)
{
  TextBox2.Enabled = false;
}

function Button2_OnClick(GUIControl *control, MouseButton button)
{
  TextBox1.Enabled = false;
  TextBox2.Enabled = true;
}

function TextBox1_OnActivate(GUIControl *control)
{
  TextBox1.Enabled = false;
}

function Button1_OnClick(GUIControl *control, MouseButton button)
{
  TextBox2.Enabled = false;
  TextBox1.Enabled = true;
}

#13
Hi!

If I put two text boxes into one GUI they always have the same content. If I fill one of them, another one is filled automatically.

Am I doing something wrong or is this correct behavior?

Tested in AGS 4.0 and AGS 3.6.1 with some script behind the GUI and without.



Steps to reproduce:
  • Start new game with sierra-style template
  • add a GUI
  • add two text boxes
  • start the game and fill the text box
#14
The Rumpus Room / Silent Hill 2 Game Boy OST
Mon 31/03/2014 23:56:36
As you know, Silent Hill 2 was released for Game Boy in 2009.

There was also a cool OST and I finally found it!
I've already ripped the CD, so you can hear it. Enjoy!



Yarooze
#15
Unfortunately, I can't find some throphies... :(

Animation Challenge - 26.4 to 07.5.
1st. - Saberteeth
2nd. - Sektor 13
all participants:


Tune Contest: 11/05/06 - 18/05/06
- Obi for his "Tetris Song"



Animation Challenge 6/27 thru 7/8 The strange thing
1st. - Mad
2nd. - Strange Visitor
Every participant



Animation Challenge 21.5(Su)-01.6(Tu)
1st. - cpage



The AGS Coloring Ball 25/07-31/07
1st. - CaptainBinky
every participant
#16
Idea: CaptainD
Atmosphere: selmiak
Design: Ilyich
Composition: selmiak
Functionality: cat
Technique: Ilyich


Yarooze  ;)
#17
"Subway to hell."*
[imgzoom]http://www.freeimagehosting.net/newuploads/5lqkg.png[/imgzoom]
*(Zombies included)
#18
I would like to try one of those:

Quote
BACKGROUNDS:
4) EXERCISE YARD

CHARACTER DESIGN
2) Scientists (2) in robot lab

If they are still free, I'll spend an hour of this weekend  ;)

edit:

An hour is much shorter than I thought... (ok, I knew this, but hoped, that it will be longer than 60 minutes)

I wasn't able to do much (yes, I'm slow)  :'(, but I hope this is something that another hive member can start with...  ::)

I made the EXERCISE YARD darker, so it is possible to make lighter areas with solid patches of yellow at 50% transparency as Ali wrote in his post.




PS. There were troubles with tinypic. Please tell me if you cannot see the pictures, I re-upload them somewhere else.

PPS. Dunno if I can spend more than an hour without breaking the concept of hive-developing. Maybe I can participate on this project later, but now I have to recharge myself... ...resistance is futile...
#19
Quote from: Ascovel on Sun 09/05/2010 14:46:51
Quote from: yarooze on Sat 08/05/2010 20:02:50
PS. Weren't you thinking 'bout selling offering the soundtrack as separate product?

Not a bad idea, who knows what will happen in the future...

I really wish we had some Jack-holding-the-fish figurines like Tzuko from Necroquest or The Dung Shoveler from Besieged.

Unfortunately I have no possibility to sculpt the models now. My tools are far away from me...  (I'm working in another city and my tools are stored somewhere at home) :'(
But I think,  I'm not the only one who sculpts figures here. The game is brilliant and it deserves some merchandising...  8)

Good work, guys!
#20
Dunno what you were smoking, but I want this stuff to  :o (even if I don't smoke).  ;D

Also I played the game and I like it. It is kinda sick.  ;) and about everything happens SUDDENLY.
Well done!  :=

PS. Weren't you thinking 'bout selling offering the soundtrack as separate product?
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