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Messages - Knox

#1
Hi,
Yes I tried "nearest-neighbor" + "linear" with anti-aliasing, both give the same results (both look like the nearest-neighbor in Photoshop).
#2
Oh, well is adding a new filter like the bicubic filter something that might be possible in the near future for AGS? For now I guess its not a huge issue, I'll just force to have black borders + keep native resolution when in full-screen mode.
#3
Hope not to annoy anyone replying to my own thread but is there something perhaps I'm doing wrong pertaining to this issue, or hopefully a new filter is possible down the line? Has anyone else noticed this in their game?
#4
Hi,

Sorry for re-opening this old thread, but I was wondering if a "bicubic" scaling filter would eventually be possible to add to AGS in the near future? It seems the two current options aren't giving great results when going full-screen (from 1600 x 900 to 1920 x 1080)
#5
Well what I don't understand is I tested the 2 filters currently available; nearest-neighbor + linear with anti-aliasing...and both give the same "bad" results (I tested in Photoshop and both of these filters seem to act like the nearest-neighbor). Is the linear with anti-aliasing filter not working properly perhaps?

PS: I really don't think this is an option for me, to re-scale up all of my current graphics to match 1920x1080 
#6

Hi,
Sorry if I missed any other threads related to this issue I'm having, I searched for "fullscreen scaling style" and "scaling filter/scaling problems fullscreen" (+ checking the help doc as well).

It seems that no matter what configuration I choose in setup for testing my game (native res: 1600 x 900) in full screen (1920 x 1080), the result is quite blocky/ugly:


In photoshop I did a scale-up using the bicubic filter and it looks OK to me...is there something I'm missing, or perhaps did wrong? If not, is there a way to add another filter (bicubic perhaps) to AGS so at 1920x1080 fullscreen the scaling-up looks "good"?

PS: Using: 3.4.1.12 Patch 1
#7
Oh, that's too bad! Thanks for all the work you have done on AGS. Do you know who else might still be doing the kind of the work you've been doing for all these years?
#8
Oh you're right sorry I misread about the switch. It's all ok now, what I did is just temporarily set the default "say" view to a transparent one, then turned it back on once the custom portrait is done animating. The complicated thing (for me anyways) is that I have multiple layers of views/guis so that I can animate my portraits with various backgrounds, and put different emotions/clothes/props on top of existing views. All sorted now though, thanks!

Hope its ok I just use this thread for another follow up since I dont want to re-open the old one, but do you think we might be able to get AGSBlend merged into a new release some time? You said that this plugin is open source and that someone could just rebuild it, what does that mean? Would it be difficult (or not in your plans) to integrate it to a new version of AGS? Thanks for your time Crimson!

Quote from: Knox on Wed 02/07/2014 17:57:11
Hi,

Sorry for opening an old thread. I ran into a weird glitch and I also had a few questions regarding this plugin.

The glitch--> Since using 3.3.1 Alpha 1 (with custom resolutions), Ive noticed that using the PutAlpha function, it seems that some sprites get redrawn with semi-transparency in black/dark gray areas, when it should be opaque. Is this a problem with the plugin or 3.3.1 + custom res?

For my 2nd question, are there plans for this plugin to be merged into 3.3.1 with all the filters, Get/PutAlpha, etc?

Thanks!
#9
Hi Crimson,

Thanks for the info. I'll try a few things to see if I can get around this. Just one question, I know you said we can't have a switch to turn back having the speech portrait below the GUI, however...would it be possible to give the user the option to have certain GUI's zorder be above the speech portrait if  they want to?
#10
Hi,

I've finally decided to update my project I left behind years ago for serious medical reasons...but I'm running into a problem since trying to get it to work with this newest version 3.4.1.12 Patch 1

It seems that in 3.4.0.16 everything was working normally for custom dialogs:

The "player.Say" zOrder gets drawn behind my customDialogGUI (and behind the semi-transparent black GUI) **I temporarily moved down the dialog GUI to show you how it should be drawn: behind the custom dialog GUI**

But in 3.4.1.12 Patch 1 I get this problem:

The "player.Say" zOrder now gets drawn IN FRONT of my customDialogGUI (and also in front of the semi-transparent black GUI)...also most text labels are now too low (this is an easy fix but still wondering why).

What has changed since these 2 AGS versions and how can I get the default "say" zorder to act like it did before?
#11
Nice work, downloading now! I've had to put my project on hold for quite a while but now I think I can finally get back into it. Looking forward to bugging you all with new feature requests, hehe! :grin:
#12
Ok I will see if I can get rid of the bEx bool by just checking the GetProperty value is 1 or 0 or something. What are the chances you decide to change your functions to bool? :-D

In the meantime I'll use some other project to test the mouse sensitivity. Thanks for the info!

EDIT: Yeah, I don't know how I'll be able to use get/set properties if they don't return true/false...its really "spaghettied" into my whole game logic...:embarrassed:
#13
Hi Crimson,

I downloaded this version to test the new mouse sensitivity feature, however I'm getting a compilation error related to set/get custom properties that I wasn't getting in 3.4.0.3 Alpha:

Containers & ItemQuantities_ACL.asc(690): Error (line 690): Type mismatch: cannot convert 'void' to 'bool'
Code: ags
bEx = this.SetProperty("Expanded?",1);



I'm guessing the get/set custom properties feature has now been re-implemented into this version? I tried using "true" instead of "1" in the line above but I still get that error (or removing the "1" but then its says I don't have enough parameters for the function).

PS: I removed the old CustomProperties Helper plugin from my game to be sure (and removed the ags_customproperties.dll from all related ags/game folders) http://www.adventuregamestudio.co.uk/forums/index.php?topic=42446.msg563322#msg563322

What should I do next to get it to compile?

Edit: (Once I can get it running I can give some feedback on the mouse sensitivity feature) :smiley:
#14
With all of this being potentially "fixed", would it be then possible in the future for the player being able to tweak mouse sensitivity/acceleration to his/her liking in the game settings as well?
#15
Quote from: Crimson Wizard on Mon 12/01/2015 09:47:46
Quote from: Knox on Sun 11/01/2015 23:03:54
Would it be in your future plans to possibly integrate that feature (setting custom property values at runtime) directly into AGS  so we no longer would need the plugin?
You may remember that it was already integrated in a test build before. We would need to copy these features here.
Yes, I was hoping that it could be added to this version! :grin:
#16
Hi Crimson,

Unlimited Custom Properties, woohoo!! I tested this new version out today and so far so good...Thanks  :smiley:
I'm currently using Helio123's Custom Properties Helper plugin to set custom properties at runtime: http://www.adventuregamestudio.co.uk/forums/index.php?topic=42446.msg563322#msg563322

Would it be in your future plans to possibly integrate that feature (setting custom property values at runtime) directly into AGS  so we no longer would need the plugin?

#17
Quote from: Crimson Wizard on Mon 29/12/2014 08:38:07
IIRC that should be pretty simple, but I'll double check later today.
Awesome, thanks!
#18
Quote from: Crimson Wizard on Sun 28/12/2014 18:19:18
Regarding current task at hand, is there any quick changes someone wants to put into 3.4.0?
I am thinking about making a 3.4.0.3 alpha release soon.

Hi Crimson, we already have limits removed for gui controls (yay!)...but I was wondering if adding the limit removal of custom properties is a "quick change" so it can make it to 3.4.0.3 alpha?
#19
Quote from: Crimson Wizard on Tue 28/10/2014 00:19:34
Quote from: Knox on Mon 27/10/2014 23:59:04
PS: I'm PMing you the log file soon.

I can tell that this happens on "StringPlus.asc".
Is it this module by monkey_05_06: http://www.adventuregamestudio.co.uk/forums/index.php?topic=20950.0 ?


Wow that was quick Crimson...thanks a lot! I removed that module (to test), and the game runs perfectly. Should I contact Monkey to see if we can get his module to work with this version of AGS?
#20
Quote from: Crimson Wizard on Mon 27/10/2014 19:23:56
@Knox
According to the error message, this occurs when one of the scripts is being compiled. Too bad we don't have much means to test things that occur during compilation.

I made this "hackish" version that would dump details about game compilation to the "compile_log.txt" (should appear in your game project folder).
If you would be able to run your game and then PM me the resulting file, I would probably have bit more info on overall situation.
http://www.mediafire.com/download/1ti78s6mn4jn5sp/AGS.Native.dll.zip

Here's the error in english:
Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.4.0.1

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. ---> System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at ccCompileText(SByte* , SByte* )
   at AGS.Native.NativeMethods.CompileScript(Script script, String[] preProcessedScripts, Game game, Boolean isRoomScript)
   at AGS.Editor.NativeProxy.CompileScript(Script script, String[] preProcessedData, Game game, Boolean isRoomScript)
   at AGS.Editor.AGSEditor.CompileScript(Script script, List`1 headers, CompileMessages errors, Boolean isRoomScript)
   at AGS.Editor.AGSEditor.CompileScripts(Object parameter)
   at AGS.Editor.BusyDialog.RunHandlerOnThread()
   --- End of inner exception stack trace ---
   at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.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)


PS: I'm PMing you the log file soon.
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