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Messages - G33K

#1
Hi folks. Newcomer question here. I'm having trouble running AGS 3.0.2 RC1. When I try to start the program, it aborts after the splash screen with the following error message:

Quote
An unexpected error occurred trying to start up the AGS Editor. Please consult the details below and post the error to the AGS Technical Forum.

System.IO.FileLoadException: Could not load file or assembly 'AGS.Native, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem. (Exception from HRESULT: 0x800736B1)
File name: 'AGS.Native, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Runtime.InteropServices.COMException (0x800736B1): This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem. (Exception from HRESULT: 0x800736B1)
  at AGS.Editor.NativeProxy..ctor()
  at AGS.Editor.ApplicationController..ctor()
  at AGS.Editor.Program.startupTimer_Tick(Object sender, EventArgs e)
  at System.Windows.Forms.Timer.OnTick(EventArgs e)
  at System.Windows.Forms.Timer.TimerNativeWindow.WindProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I am running Windows XP Professional, Version 2002 SP2. I am pretty confident that I have purged any previous AGS versions from the system. When I reinstall AGS 3.0.1 it runs smoothly.

I have tried to run AGS 3.0.2 RC1 on another machine with a different version of XP Professional, where I got the same error. I've searched the forums and this thread, but couldn't find anything related to this problem. I am new to AGS, however. Did I miss something out?

(If this is not the right thread, please move/remove this post.)
#2
The box editor and costume viewer are currently the only GUI components. An IDE isn't planned, and Alban (the ScummC creator) is probably more of a command-line guy anyway. Right now, the makefile would be the unifying "program" that combines the various compilers.

But one of the merits of command-line compilers is that you can easily invoke them from external programs. So, theoretically someone could create a ScummC IDE as a different project. It's just not advisable right now, as the ScummC syntax isn't stable yet, i.e. Alban might change it as we run into problems with the prototype games.

...And thanks for the offer! I'll contact you via mail/PM on that.
#3
What's meant by "windows toolset"? There are Windows binaries for download, although you'd still have to install some make support to use the makefiles...


As to the universal API: Neither the engines nor the compiler projects are comparable. SCUMM is not only different to AGS, but overall less advanced in terms of functionality and language features. And ScummC is still alpha stage. I think it's evident who'll give way. ;)

ScummC simply needs a better programming interface, and I think it's practical to look at AGS as a good standard for orientation. We're just talking basic stuff like naming conventions here. I think there's no chance that a script will some day compile on both systems, sorry.

Rather, I'm just looking for game developers who'd like to assist in creating the next experimental ScummC reference game, or maybe "donate" an existing game. There's little to gain except for those few extra platforms, but maybe there are some of you who are into the technical challenge?


On a side note: I've done animation in a former life, so if you're not too particular about your graphics, I might throw in a few character animations as a bargain. :)
#4
Glad to see some interest in ScummC. Yes, sorry, the term "port" is probably misleading. It's really more of a reimplementation.

The hard part is that there's little documentation on SCUMM function semantics. And the language is pretty verbose, which makes the code messy.

As SSH states, the next logical step in the ScummC project would therefore be to provide some higher-level API, like the verb and dialog scripts. This refined API could be implemented either with functions, macros, or maybe compiler support.

It'd be really cool if some AGS developers could participate in (re)implementing the next game. Perhaps we can make the ScummC API align with a subset of the AGS script language...?
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