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#201
QuoteAlso videos are being played without framedrop. This is necessary for slow devices because they will always lag behind and therefore skip rendering all frames (happened on the PSP). This could be made optional though.

Ah, so that would allow Theora videos to play and keep their speed, by dropping frames where necessary? Would be better than the lag, I think.


Al Emmo was originally compiled with 2.72, but I've been testing the newer version compiled with 3.21. I haven't checked this crash in the 2.72 build yet (QFG2VGA v1.1, the other 2.72 game I tried, exited on startup).  But I'll upload a copy of the 3.21 Al Emmo game later for you so you can take a look if you want. It'll also demonstrate the other video-related issues I referred to elsewhere in the thread.
#202
The white screen issue is fixed for me on the Samsung Galaxy S.

The mouse pointer was very hard to move for me as well. I found that if I held my finger still on the screen for a few seconds, then moved it very slowly, I could sometimes get the pointer to start moving. Sometimes it would follow my lead for a while and I could move it around in patterns. Other times (more often than not) the pointer moved a few pixels and then stopped following my finger. It seemed slightly more responsive in high-res games... but that may just be my imagination.

If the pointer stopped moving, I found the only thing that could possibly get it following again was to rotate the phone and then trying to drag and move it again on the new view.

The games themselves seem to run well for the most part, with little slowdown.

A few other things worth mentioning:

-Ogg Theora videos are pretty laggy during playback. They're somewhat acceptable in 320x200 games, but way too slow at any higher res.

-in Al Emmo, a very lengthy character animation that has "Run next loop after this to make a long animation" checked to span 4 loops always seems to freeze the game in the same place and makes it auto-exit.

-DosBox for Android handles right-clicking by holding one finger down on the screen, and then tapping a second finger on the screen simultaneously. That might be less frustrating that using a single finger for both click modes where you have to correctly determine the duration of your taps?

-You can't currently use the volume buttons on the side of your phone to increase/decrease the overall volume of the game.

I also agree with the idea of having editor functions to control certain things. That way, if people want to release commercial AGS games to the Android Market, authors will be able to prevent the PC builds of their games from being run on Android. They'll also be able to include Android specific features.
#203
This is absolutely fantastic. Great work!

I'm also getting the white screen on my Samsung Galaxy S (Android 2.2) for all the games I've tried. I can rotate it and it will flip without crashing. There are no glitches with the sound or music.

Out of curiosity, I decided to test some of our games compiled with differing AGS versions. Several of them behaved differently to others:

Al Emmo and the Lost Dutchman's Mine v3.0: (AGS 3.2.1.1115)
Loaded with a white screen. For some reason, this game skips over the Ogg Theora logo movie file that plays before the title screen (all other games play movies). If I run the game files from the Android's folder on my PC, the logo movie does play.

King's Quest I Remake v4.1c: (AGS 3.2.0.1110)
Loaded with a white screen. Ogg Theora movie logo played upon start-up (couldn't see it, but could hear the music).

King's Quest 2 Remake v3.0: (AGS 3.1.2.1074)
White box appears on-screen briefly and then the game automatically exits.

King's Quest 3 Redux v1.1: (AGS 3.2.1.1115)
Loaded with a white screen. Ogg Theora movie logo played upon start-up (couldn't see it, but could hear the music).

Quest for Glory II v1.1: (AGS 2.72.920.0)
White box appears on-screen briefly and then the game automatically exits.

Quest for Glory II v2.0: (AGS: 3.2.0.1110)
Loaded with a white screen. Ogg Theora movie logo played upon start-up (couldn't see it, but could hear the music).

Also, quick question: is it possible for this Android port to include an optional mode where the player doesn't need to physically drag the mouse pointer around with their finger to position it? In other words, simply tapping the screen to have the 'click' register directly at the tapped location?
#204
Well, it hasn't crashed since using the new acwin, so I'm assuming whatever you did must have fixed it. :)

QuoteAlso, are you using an old-style PlayMusic or a new-style audioclip.Play() for the music in the intro?

Ah, yes, it was using the old-style format. I changed it to the new type and it fixed the volume spiking issue.
#205
Thanks, I've compiled the game with the new acwin.exe and so far it hasn't crashed under the same circumstances.

This may be related to different circumstances, but KQ3 Redux has always been more laggy on my system that our other KQ remakes. That is, when watching the intro sequence, he game would pause slightly every few seconds and the music would glitch a little. This unwanted effect also seems to be gone when using this latest acwin.exe.

There's something else I forgot to mention, which persists, however. When watching KQ3 Redux's intro sequence, whenever the screen crossfades to a new room, the music volume level seems to spike louder momentarily after the room's fade-in finishesl. I'm guessing this happens when LegacyMusicVolumeAdjustment is set to Loudest. Just reporting it in case the volume spike is an unintended bug.

Anyhow, I'll keep testing a bit more with this new acwin.exe and let you know if the crash seems to be fixed.
#206
Can't go wrong with a good horror/zombie/survival/adventure game. This looks like it's going to be rather excellent!
#207
Thanks!

Yeah, we're aware of that bug with the trapdoor and cat. Don't know how it found its way in there, actually, as I thought we had addressed it. We'll get it fixed for the next version.
#208
The Mac port simply uses the CXZ wrapper, which is available here:

www.portingteam.com

Though, I understand it has recently been discontinued. Apparently WineSkin is another one that can be used. There are community forums and instructions at the above site on how to wrap PC games for Mac. The one drawback is that games that are wrapped with CXZ can't be sold commercially.  For that, you'd need to pay bigger bucks for Cider.  For free AGS games, though, it should be no problem. (But even so, a native AGS-compiled Mac run-time will always be the most elegant option. ;) )

Also, be aware that if you want the Mac version to run as a stand-alone, you'll need to include the entire CXZ engine and files wrapper with the game. This will inflate the overall file-size quite a bit larger than the PC build.

And thanks for all the comments! Glad to hear people are liking the game. Yeah, the illegal exceptions are quite bothersome. Hopefully the cause of them can be tracked down.
#209
I'm not sure if it's related to the audio, but I also used to experience this illegal exception often, even when I didn't skip past with the Esc key. After the EndCutscene(); command, lines 113 and 114 are:

 gStonewall.Visible=true;
 Wait(10);

When I changed the gStonewall GUI's "Visibility" setting in the editor from "Pause Game When Shown" to "Normal, Initially Off" it seemed to greatly reduce occurrences of this crash. Unfortunately, it didn't eliminate them completely, though.

It's strange because of all the games I've compiled with AGS, none of them seem to produce any illegal exceptions, except for King's Quest III Redux.
#210
Here's another similar illegal exception crash that somebody posted in our Technical Forum, which occurs under different circumstances:

After launching the game I alt-tabbed.
When I alt-tabbed back I hit 'Esc' to skip the intro credits.
Then this happened:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00412A30 ; program pointer is +373, ACI version 3.20.1110, gtags (0,10)

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

in "room227.asc", line 114
#211
Actually, with the crash, it's more like having two "quit" buttons on the GUI, so some players might need even notice the difference. ;)
#212
It seems like it can happen at random any time the game restarts (not just when walking off the cliff), but it doesn't occur every single time.
#213
Just tried recompiling King's Quest 3 Redux in AGS 3.2.1 and still got the crash error when restarting the game, unfortunately:

QuoteIllegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0043B2CA ; program pointer is +25, ACI version 3.21.1113, gtags (8,1)

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

And here's a link to the CrashInfo.dmp file:

http://www.agdinteractive.com/temp/CrashInfo.3.21.1113.dmp

Note that restarting the game doesn't actually call the RestartGame function, but does RestoreGameSlot(998); instead.
#214
I'll try compile the new version of KQ3 Redux(hopefully in a few weeks) with the newest AGS engine release, and fix up some other bugs and issues that have been found in the process. Hopefully that will fix this crash.
#215
Hello, everyone!

We have just released our latest  project. King's Quest III Redux: To Heir is Human, AGDI's take on the 1986 classic by Sierra On-Line. The project was started on our "Game Making" forum by a fan, way back in January 2003, and adopted by AGDI (then Tierra). It has been developed undercover for the past 8 years and was only announced in January 2011. The game is not quite a 1:1 remake, as it features various enhancements, new elements and gameplay tweaks. But it's not a radical overhaul like our previous King's Quest II: Romancing the Stones remake was either. The game features story-book style hi-color art, a full digital soundtrack, and a complete voice acting including over 2,600 lines of narrator dialogue, and starring Hollywood-based actor Robert Adamson (from ABC Family's Lincoln Heights) in the role of Gwydion. Josh Mandel and Lori Cole also do some cameos. ;)

Download it on PC or Mac at:

http://www.agdinteractive.com/games/kq3/


Here are a obligatory screenshots, showing the enhanced backgrounds in the remake (right side) to those of Sierra On-Line's AGI original (on the left).






And several larger screenshots with more detail, from the remake:















Hope you guys enjoy it!
#216
There's a problem I've been experiencing with 3.2 that I don't think occurred before.  The issue is that Theora movie files with the audio track encoded into the movie file stutter very badly. Every few seconds, the movie playback in AGS seems to freeze for a moment, the audio gets stuck in a glitch, and then the movie/audio continues.

On the other hand, if I encode the Theora video and play the audio track separately using the engine, the video stream still stutters but the audio doesn't. This results in the video and audio tracks losing sync.

I'm running an iCore7 system with a GTX295 video card, which is speedy, so it should have no problems with Theora playback. Also, it doesn't matter if the game is running with a graphics filter or no filter, in DirectDraw or Direct3D mode, or at 320x200 or 640x400, as I always get the same results.

I've tried encoding the Theora videos at various settings and bitrates with different encoders (normally, I use ffmpeg2theora), but no dice.

Any ideas if this could be related to the Theora player AGS uses in some way?
#217
You can really think of King's Quest III Redux as an extension to our non-canonical King's Quest II: Romancing the Stones story.  In other words, AGDI's two games combine to make one long saga.  Whereas the Infamous Adventures KQ3 remake can be played more as a continuation of Sierra's official series.

Even though they're both remakes of the same Sierra title, it's a bit like comparing apples to oranges. And although comparisons are inevitably going to occur, the games are both very different interpretations of the source material. That should be kept in mind when playing them so that each can stand on its own merits.
#218
We'll keep the site and games hosted up there for as long as Activision allows us to.

Hopefully they'll just permit the hosting to continue indefinitely.
#219
'Sbeen a long time, but v2.0 of the Quest for Glory II remake has just been released after being compiled with AGS 3.2 and receiving a crap-load of additional beta testing. And now there's an all new Mac port, too!

Quest for Glory II download page

----------------------
CHANGES TO VERSION 2.0
----------------------
WARNING: GAME SPOILERS AHEAD

- Added: Compiled the game with the AGS 3.2 engine for better compatibility on all systems
- Added: Optional Direct3D driver mode
- Added: proper Vista and Windows 7 support and functionality
- Added: a checkbox to the Windows installer asking whether the user wants to create a game desktop icon
- Added: Save-game files can now be directly loaded by double-clicking on them from Explorer
- Added: The game now supports 50 save-game files
- Added: a safety check when starting a new game to ensure that Health and Stamina are at the correct levels
- Added: Some missing items to the TAB Inventory GUI menu & implemented the correct pluralization for all items
- Added: The ability to skip the sitting down animation process in Aziza's house
- Added: several missing death messages
- Added: a more accurate message if Dazzling and then Calming the guards in front of Raseir's Palace
- Added: a missing line of Khaveen's dialog when answering "yes" to him
- Removed: Paladin disqualification when using the X-Ray glasses to look at Zayishah
- Removed: 6 points that had been mistakenly allocated in Version 1.1 for thieves trying to become Paladins
- Changed: the game now natively plays Ogg Theora video files, preventing potential video stream freezes
- Changed: Windows save-games to be saved in the game directory again rather than in My Documents/My Saved Games
- Changed: the game's installer to use Inno Setup for better compression and performance
- Changed: You can now walk with the arrow keys if a spell target, rock, or dagger is the active mouse cursor
- Changed: Hybrids without inherent Magic skill now begin with only the QFG1 spells that are unobtainable in QFG2
- Fixed: the Stats Allocation screen to detect whether the character name begins or ends with a space
- Fixed: a bug where middle-clicking in the Stats Assignment screen changed the arrow pointer into an eye icon
- Fixed: an exploit where telling Issur about "air elemental" before it appeared allowed spamming Communication
- Fixed: a bug that caused the Hero's animation frames to glitch if sitting when Omar rewards you
- Fixed: a bug where depleting the Magic Rope caused the Magic and Special Actions GUIs to remain inaccessible
- Fixed: a debug text message that displayed in the Weapon's Shop
- Fixed: text displayed in a borderless box if CTRL+W or F1 pressed while the mouse hovers over an alley exit
- Fixed: Throwing daggers in combat giving 1 extra when collected if you have any sword & the Silver Dagger
- Fixed: Escaping combat with <2 health and 0 stamina now slightly boosts both stats to prevent instantly dying
- Fixed: a bug where you could reach 0 health and 0 stamina without dying immediately
- Fixed: a v1.1 bug that made Jabbar bin Ma'amar the only guard to ever enter the Shapeir Gates Plaza
- Fixed: Stopped Shema from barking about the Air Elemental in the morning if you've already defeated it
- Fixed: Raseirian guards appearing in Shapeir's Plazas and break-in houses if you visited Raseir early
- Fixed: a bug when Levitating/climbing rope in the 3rd break-in house & clicking an item on the drawers
- Fixed: a crash in the alleyway overlooking the Gates Plaza at the exact moment the Fire Elemental appears
- Fixed: a bug where the alleyway brigand could appear a fifth time
- Fixed: the ghoul's Boom spell from leaving a graphical flame artifact on the combat area after exploding
- Fixed: the swing attack using more stamina than the stab when making contact with an opponent
- Fixed: Prevented the spell target becoming an Eye/Hand when casting spells at alley intersections with NPCs
- Fixed: Knocking on the left-hand door in the WIT alley no longer makes the hero exit the screen.
- Fixed: a bug where the EOF voices repeat orders in the alley after EOF has already been passed
- Fixed: the icon bar disappearing when captured in Zayishah's room and thrown into Raseir's dungeon
- Fixed: an oversight that caused the Reversal spell to remain active during the Thief's endgame scenario
- Fixed: various in-game spelling errors, omissions, and grammatical issues
- Fixed: a bug where sound and music volume could sometimes still be faintly heard even when the sliders were muted
- Fixed: a bug where making the thief sign to Ferrari could result in his text being pink with no dialog picture
- Fixed: a potential freeze when being expelled from Keapon's Magic Shop at night, after playing Force Bolt Flurry
- Fixed: a potential freeze when being expelled from the Weapons Shop after angering Issur
- Fixed: a potential bug where the green saurus didn't flee prior to battle and could be mounted as a red saurus
- Fixed: calling the saurus into the griffin's screen and attempting to ride ignoring the walk directions
- Fixed: asking Shema about 'kiss' via parser making her parser GUI remain on-screen even after she left
- Fixed: save-game files potentially getting misnumbered and overwriting existing save-games
- Fixed: Dragging the Music Volume slider to the very bottom will now mute game music completely
- Fixed: Made it so clicking your money pouch on Shameen is consistent when you are sitting and standing
- Fixed: Various alleyway walk-behind, masking, and clipping glitches
- Fixed: a bug where typing 'buy' into some Katta merchants' parsers before meeting Dinarzad would do nothing
- Fixed: Pressing Enter after typing nothing in Parser-Only mode will no longer parse the input
- Fixed: a bug where selecting a targeting spell and then resting would revert to a non-functioning target cursor
- Fixed: a bug where some Silly Clowns could appear in the alleyways, even if the Silly Clowns option was off
- Fixed: mouse cursors changing to the wrong icons when casting Open and Trigger in the alleys as people walk past
- Fixed: Parser-Only bug where moving the mouse to the top of the screen caused NPC talking frames to freeze
- Fixed: a bug where trying to enter the Shapeir gate while riding your saurus would freeze the game
- Fixed: Made the "Terminal Stubbornness" death occur if Ali Fakir gave his final warning & leaves for the night
- Fixed: Tweaked the first griffin battle in 'normal' and 'difficult' modes so he approaches more often
- Fixed: Adjusted the legend for Aziza's mini-game so that elements are displayed in the order of change
- Fixed: If you have 200 centimes & buy a 100 centime item, the remainder will be 100 centimes instead of 1 dinar
- Fixed: Bargaining more money than you have will indicate such and prevent further merchant haggling
- Fixed: some small animation glitches with standing & sitting Katta merchants
- Fixed: a bug where you could store your sword in the room chest, followed by your dagger and become unarmed
- Fixed: Clicking the "retrieve all" button on the room chest GUI not retrieving the pizza box if it was stored
- Fixed: If sitting when Shema's dance is about to start, you no longer need to stand and sit again to initiate it
- Fixed: After Alichica's stand burns down, asking him about 'price' will no longer have him list item prices
- Fixed: a bug where typing a false hero name at WIT would move onto the 2nd question when you next visited
- Fixed: Made it possible to use the arrow keys to walk during all the WIT tests
- Fixed: a bug where you could walk on top of the Inn table while Shameen and Shema are seated there at midnight
- Fixed: Levitate re-enabling the arrow keys for walking if they were disabled before casting the spell
- Fixed: Daggers thrown, but without high enough Throwing skill to hit a specific target, are no longer lost
- Fixed: Daggers thrown at the corpses of Sweeping Sir James and the griffin are no longer lost
- Fixed: Exiting Issur's Weapon Shop on the right side, even if you weren't near the door
- Fixed: You can no longer ask Aziza about the Water Elemental before the Fire Elemental appears
- Fixed: a bug when giving Omar's purse or the Inn key to Shameen while he's standing & you're sitting at the Inn
- Fixed: a bug where Shameen's Tell About menu appeared instead of Abdulla Doo's while seated at the Inn
- Fixed: being evicted from Aziza's house & WIT while overloaded resetting the hero back to normal walking speed
- Fixed: Sitting down at Aziza's table while overloaded will now make the hero's walking speed reflect this
- Fixed: a lock-up if a monster collides simultaneously as the Spells/Inventory/Special Actions/Magic GUI appears
- Fixed: Made it so you can Fetch the waterskin placed on the plaza floor to capture the Water Elemental
- Fixed: Made it so you can Fetch the brass lamp placed in the alley screens to capture the Fire Elemental
- Fixed: Made it so you can Fetch the cardboard box in the alleys
- Fixed: Prevented being able to buy drinks in Raseir by typing "buy" into Wilmer's parser if you have no money
- Fixed: Turned the Compass GUI off in the black transition screens and during Ferrari's close-up chat scenes
- Fixed: Made it so you can cast Levitate in both Raseir Fountain Plaza screens
- Fixed: being able to call your saurus at the Raseir city overlook when it was already visible at the gate
- Fixed: a crash after a guard in Raseir's Gates Plaza asked to see your Visa at night with pink text
- Fixed: a bug where being caught in the Gates Plaza without your Visa caused the game to freeze and lock-up
- Fixed: Attempted to make spell casting code run more quickly in plaza screens at night when a guard is present
- Fixed: Tweaked the Dazzle and Calm timing code in the Raseir Fountain Plaza screen with wandering guards
- Fixed: a bug where colliding with a Calmed/Dazzled enemy would not allow you to cast non-targeted spells
- Fixed: a bug where typing "undress" into Zayishah's parser at any time resulted in a death scene
- Fixed: a bug where drinking Ferrari's beverages on night 27 could instantly skip to mid-morning on day 28
- Fixed: Made Ugarte leave the Inn & the hero go to bed automatically if still sitting as day 28 starts dawning
- Fixed: If you land in Raseir's dungeon before obtaining Zayishah's mirror, another mirror can now be found later
- Fixed: a bug where you could get arrested in Raseir on day 30, instead of day 29
- Fixed: Filling your waterskins in the Forbidden City's water cave will now correctly update the inventory weight
- Fixed: casting Fetch on the curtain in the Raseir Palace Antechamber placing the hero on a non-walkable area
- Fixed: Tweaked Ad Avis' positioning when he casts the Dragonfire spell in the endgame scene
- Fixed: Prevented F6 key from recasting the last spell while the hero is luring the Fire Elemental with incense
- Fixed: many alleyway walkable area, masking, and visual anomalies
- Fixed: a multitude of other small bugs and glitches
#220
Doesn't sound like it's a Win7 issue exclusively, but perhaps it could be a quirk with your particular laptop's video hardware or something similar?

I also have a laptop with Windows 7 and I was testing a full-screen AGS game today (320x200 resolution, no graphics filter), which was compiled with AGS 3.2, and the mouse worked fine in DirectDraw mode.

--EDIT--
This thread could be helpful, but I don't know because I didn't read much further than the first few posts:

http://social.answers.microsoft.com/Forums/en-US/vistagaming/thread/4e83dac8-8d4d-4dad-9f1d-e08fa2fe1e48

Seems like it could also be related to sound. Maybe you could also try changing the sound driver in winsetup.
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