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Messages - AGD2

#61
Ah, right. Is it an easy fix? Just wondering because we've started implementing a script-based workaround for the bug, which is difficult to get working properly. So I thought I should check to see if it's easy enough to fix on the engine side before we continue any further with it.
#62
There's another bug where Ego can clip (or completely walk) through other Solid characters which have a valid BlockingHeight/Width value set.

To trigger it, hold down an arrow key to walk and push against the non-walkable "square" that said character is creating. Sometimes you need to approach the other character from a few different angles, but sooner or later you'll be able to force Ego to walk through it.

Once the perimeter has been breached and you're standing within the other character's non-walkable square, you can easily walk out of it again with the arrow keys or a mouse click, like it doesn't exist.

And while standing within the non-walkable square, if you call player.PlaceOnWalkableArea it doesn't work, because the game behaves like you're already standing on the room's underlying walkable area (which the other character is blocking out by creating its own square non-walkable).

The intended behaviour should be that Ego stops completely when coming up against such a character, without being able to pass through it.

#63
Okay, just sent you a PM, Crimson.
#64
Thanks again for this release! :-D Been using it for a week or so now and my experience has mostly been a smooth one.

However, there's one issue I've noticed, so far, in relation to queued music. In my game's Title Screen (room 300), there's a lead-in music track set to play one time, followed by a queued, looping music track:

Code: ags
SetGameOption(OPT_CROSSFADEMUSIC, 0);
mMaintheme_jingle.Play(eAudioPriorityVeryHigh, eOnce);
mMaintheme_loop.PlayQueued(eAudioPriorityVeryHigh, eRepeat);


When the game is run, the lead-in track plays, but when it finishes, the queued track doesn't kick in. The first track just stops abruptly and there is silence. This used to work before I upgraded to AGS 3.4.0.7. If I change the crossfade value from 0 (none) to 4 (fast), it does play the queued track.

Strangely, there are similar lead-in and queued music tracks set to play in other rooms/script locations, which all use a crossfade setting of 0, and none of those instances have this problem. It only seems to to happen in the title screen. (Possibly because it's the first usage of PlayQueued in the game?)
#65
Brilliant news! Thanks CW an co.!

Once the merge takes place will games compiled with the latest engine be compatible with the AGS Steam plug-in? I'd like to update Mage's Initiation to it prior to the beta testing stage, but if the Steam plugin won't be compatible right out of the gates, I'll hold off.
#66
Oh, and one other bug is that tinting/light levels on regions and Tint/SetAmbientTint no longer work when using the Software driver.
#67
Yeah, I looked through this thread after typing my post above and I came across another report of this causing issues with file permissions after Kit Kat. I was indeed using an earlier OS when I tested the games on Android last time (I believe ICS or Jellybean).

When I moved the game data from my SD card to the phone storage, it did start working again. It'd definitely be good if the game data could still be stored on the SD card, somehow, though.

BTW, I just tested Scourge of the Underworld and it worked fine. Although it installed to my phone's internal storage and couldn't be moved to the SD card via the Application Manager. Can any AGS app explicitly set its own private data folder as the save location?
#68
Quote from: monkey0506 on Tue 02/02/2016 22:28:57
Latest APK: https://bitbucket.org/monkey0506/ags/downloads/AGS-3.4.0.6.apk

I hadn't tested the Android version for a long while, and I downloaded and installed this latest APK build today. For some reason, no matter which AGS game I try to run on my Galaxy S5,it gives me the following error message before quitting and failing to run the game:

Quote
Error
Unable to write to the current directory. Do not run this game off a network or CD-ROM drive. Also check drive free space (you need 1Mb free).

I have all the games stored on a MicroSD card, and I set the game folder accordingly in the preferences (storage/extSdCard/ags). These games all worked in this location with previous versions of the APK that I installed.

Am I overlooking something or is there a new instruction that must be followed to get things working in the latest build?
#69
QuotePlease, read the information just below the red font line in the first post of this thread. It has an information regarding new file path rules.

E: the fact that it does not report error, but just returns a null pointer seem to be a bug...

Hmm, when I put $SAVEGAMEDIR$/ into the path it did start compiling fine again. Just figured I should report it anyway.

QuoteDo you test in fullscreen or windowed mode?

I had tested it in windowed mode. But just tested it in full-screen mode and that worked perfectly. :)
#70
I gave this a quick test and the previous compile errors I reported are solved now. Hooray!

Though, I ran into a new one. Our game has some custom debug functions and one of them uses the .File functions to store and retrieve data from a .log file.

Code: ags

static void Debugger::ShowDebugMessage(String message, int iCategory, int iSeverity ){
#ifdef DEBUG
  if( gbShowDebugMessages ){
    File *logFile = File.Open("debug.log",eFileAppend);
    
    message = String.Format("%s|%d|%d", message, iCategory, iSeverity );
    
    logFile.WriteRawLine(message);
    logFile.Close();
    int i = GetNextFreeMessage();
    if (i < 0) return;
    DebugMessages[i].Message = message;
    DebugMessages[i].timer = 120;
  }
#endif
}


This function was called from game_start and it crashes with a "Null pointer referenced" error on the logFile.WriteRawLine and logFile.Close(); lines. (It also crashes if I move the function call from game start to a room's Load_room or After Fadein script. These lines/functions didn't cause a crash in previous editor builds.

A couple of other things:

1) In winsetup.exe, "Auto Lock to Window" works on my system, but the Mouse Speed slider doesn't seem to make any difference to the cursor speed in game (Win 7). When I quit and reload winsetup.exe, the slider always resets back to the default (x 1.0) position. However, if I load winsetup.exe, change the slider position, click Save, close winsetup without running the game, and then open winsetup.exe again, the slider will be saved at the last position I had set it to.

2) I downloaded the zip archive, and pressing F1 in the editor says that ags-help.chm is missing.
#71
When testing this, I receive a compile error if I try to call a function which has optional parameters, and don't supply any of said optional parameters. For example:

In the script header:

import static void DestroyByType( int type, int quantity = 1, float durability=-1, int targetenchant=-1);

In the game script:

ItemPool.DestroyByType( iVendorSelection );

Compile Error:

dynamicInventory.asc(1576): Error (line 1576): Not enough parameters in call to function
#72
AGS Engine & Editor Releases / Re: AGS 3.3.4
Mon 13/07/2015 18:49:30
Ah, yes, I've confirmed that deleting the syncdata.dat file from the Speech sub-folder does indeed prevent the crash. ;-D
#73
AGS Engine & Editor Releases / Re: AGS 3.3.4
Mon 13/07/2015 15:58:13
Quote from: Crimson Wizard on Mon 13/07/2015 12:20:30
Quote from: AGD2 on Mon 13/07/2015 12:19:35
Also, the game uses Pamela .pam files, not Papagayo .dat files.
Oh. That explains something. It looks like it starts Papagayo parsing for a Pamela file for some reason.

Say, do you have any extra *.dat files in Speech folder?

The only .dat file that's located in the speech folder is the one created by AGS "syndata.dat", which isn't a Papagayo file. Maybe the engine is confusing it for one, though?

If you need me to upload anything, just let me know.
#74
AGS Engine & Editor Releases / Re: AGS 3.3.4
Mon 13/07/2015 12:19:35
Quote from: Crimson Wizard on Mon 13/07/2015 10:19:29
Quote from: AGD2 on Mon 13/07/2015 09:33:37
Hmm... I just received this editor crash when the Al Emmo iOS source code in 3.3.4 and attempting to press F7 to save the game files:
Did it work before, or this happened after you added something new to the project?
Would it be possible for you to send us the papagayo dat files you are using (or the latest ones, if it happened after you added them)?

I hadn't opened the source code for a few months in 3.3.X, but last time I did, it worked fine. I haven't added anything to the source code since then, either.

Also, the game uses Pamela .pam files, not Papagayo .dat files.
#75
AGS Engine & Editor Releases / Re: AGS 3.3.4
Mon 13/07/2015 09:33:37
Hmm... I just received this editor crash when the Al Emmo iOS source code in 3.3.4 and attempting to press F7 to save the game files:

Spoiler

Error: Input string was not in a correct format.
Version: AGS 3.3.4.1

System.FormatException: Input string was not in a correct format. ---> System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at AGS.Editor.Components.SpeechComponent.CompilePapagayoFile(String fileName, CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent.CompileLipSyncFiles(CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent._agsEditor_ExtraCompilationStep(CompileMessages errors)
   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.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
   at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
   at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
[close]

And:

Spoiler

---------------------------
Adventure Game Studio
---------------------------
A serious error occurred and the AGS Editor may now be in an unstable state. You are STRONGLY ADVISED to shut down the editor and restart it. Before saving your work, make a backup copy of your game folder in case any data has been corrupted.

Error: System.FormatException: Input string was not in a correct format. ---> System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at AGS.Editor.Components.SpeechComponent.CompilePapagayoFile(String fileName, CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent.CompileLipSyncFiles(CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent._agsEditor_ExtraCompilationStep(CompileMessages errors)
   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.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
   at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
   at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
---------------------------
OK   
---------------------------
[close]

#76
Loved STALKER, and the retro, faux-C64 graphics on this look sweet. Just purchased!
#77
Update: July 9th, 2015:
Al Emmo and the Lost Dutchman's Mine has finally been ported to iPad/iPhone and is now available in the App Store! The iOS version features a new verb-coin style interface with large icons for touch-screen devices, and is optimized for single finger taps. Text size has also been increased for easier readability on smaller screens.

Buy the iOS Version Here

Thanks to Janet Gilbert for her extensive work on making the AGS port compatible with iOS8 and to Tiny Red Studio for their assistance with porting the game and helping with its release.

Please note that Apple doesn't permit us to distribute free game copies to existing owners of the PC version. You would need to purchase it again if you wish to play the iOS version.
#78
Editor Development / Re: AGS 3.3.4 Preparation
Thu 09/07/2015 17:50:27
I experienced this a while back, but forgot to report it. Dunno if it's important or not, but I'll drop it here just in case.

If I compile a game's source code from a 3.3.4 game in 3.4.0, and then attempt to restore a game saved in 3.3.4, it crashes with:

QuoteAn internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.4.0.5)

Error: Can't deserialize interaction: too many events"

Clicking the OK button to close down that box then pops up an Illegal Exception:

QuoteAn exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004E42F6 ; program pointer is +9903, ACI version 3.4.0.5, gtags (52,0)

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.

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)

Let me know if you need the CrashInfo.dmp file.
#79
Editor Development / Re: AGS 3.3.4 Preparation
Sat 04/07/2015 12:30:50
Sorry, I didn't see your post earlier. I've PM'd you a tutorial on how to use Papagayo for lip-syncing, for inclusion in the manual.

And thanks for the .Thinking properties! Just tested them and all appears to be working as intended.
#80
AGS Engine & Editor Releases / Re: AGS 3.3.3
Wed 24/06/2015 03:05:21
I'm using a lot of .Think messages in the code, and one thing that would help in 3.3.3 is this: currently, in your rep_exec_always script, if you do something like:

if(player.Speaking==true) player.Transparency=100;

... the code will only be triggered by player.Say(); instances and not player.Think(); instances.

Given that these are both very similar, .Think should also be recognized. Either that, or add a new .Thinking variable (which may be the better option, since it'd be more flexible).
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