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Messages - Ali

#701
1) Fantastic!

3) Also great! If I harbour a hope that this might eventually be integrated into AGS, should I avoid messing with the winsetup?

Regarding 2), I think a 'for' loop of some kind would be a better way of trying different resolutions. But I would appreciate any guidance regarding that.
#702
I'm currently trying to achieve a similar thing in-engine: Better Widescreen Borders. It's very specific to my needs at the moment, but it seems it doesn't take much tweaking in the engine to create this effect.

But before I discovered that, I tried modifying Trapezoid's script. Again, it's specific to my needs, but it could be modified. In case it's of interest, here's a script which changes Screen Res to 1280 x 720 then runs an 800 x 600 game:
Code: AGS
ChangeDisplaySettings( cD, sW, sH, rR ) {
  VarSetCapacity(dM,156,0), NumPut(156,2,&dM,36)
  DllCall( "EnumDisplaySettings", UInt,0, UInt,-1, UInt,&dM ), NumPut(0x5c0000,dM,40)
  NumPut(cD,dM,104),  NumPut(sW,dM,108),  NumPut(sH,dM,112),  NumPut(rR,dM,120)
  Return DllCall( "ChangeDisplaySettings", UInt,&dM, UInt,0 )
}

SysGet, Monitor, Monitor

Clipboard=
clipboard := MonitorRight 
OldResWidth := ClipboardAll

Clipboard=
clipboard :=MonitorBottom 
OldResHight := ClipboardAll


cD = 32   ; bits (quality) - you can change to suit your requirments
sW = 1280 ; pixels - you can change to suit your requirments
sH = 720  ; pixels - you can change to suit your requirments
rR = 60   ; Hz (frequency) - you can change to suit your requirments

ChangeDisplaySettings( cD, sW, sH, rR )

cD = 32   	     ; bits (quality) - you can change to suit your requirments
sW = %OldResWidth%   ; pixels - you can change to suit your requirments
sH = %OldResHight%   ; pixels - you can change to suit your requirments
rR = 60   	     ; Hz (frequency) - you can change to suit your requirments
 

GameWidth = 800
GameHeight = 600
GameExe = "Game.exe"
GameCfg = acsetup.cfg
 
scrX = %A_ScreenWidth%
scrY = %A_ScreenHeight%
 
IniWrite, 1, %GameCfg%, misc, windowed
 
if (scrX >= GameWidth*4 and scrY >= GameHeight*4) {
  IniWrite, StdScale4, %GameCfg%, misc, gfxfilter
  }
else if (scrX >= GameWidth*3 and scrY >= GameHeight*3) {
  IniWrite, StdScale3, %GameCfg%, misc, gfxfilter 
  }
else if (scrX >= GameWidth*2 and scrY >= GameHeight*2) {
  IniWrite, StdScale2, %GameCfg%, misc, gfxfilter 
  }
else {
  IniWrite, None, %GameCfg%, misc, gfxfilter 
  }
  
Gui, -Caption +ToolWindow
Gui, Color, 0
Gui, Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE    
 
Run, %GameExe%, , , OutputVarPID
WinWait, ahk_pid %OutputVarPID%
 
WinSet, Style, -0xC00000, ahk_pid %OutputVarPID%
 
Gui, 2: +AlwaysOnTop -Caption +ToolWindow                                        
Gui, 2: Color, 0            
Gui, 2: Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE   
Sleep, 10
Gui, 2:Destroy
 
WinWaitActive, ahk_pid %OutputVarPID%
MouseMove, %GameWidth% / 2, %GameHeight% / 2
checko = 1
 
While WinExist("ahk_pid" . OutputVarPID)
{
  if !WinActive("ahk_pid" . OutputVarPID) and !WinActive("HSHIDE")
  { 
    if (checko=1)
    {
      checko = 0
    }
  }
  if WinActive("ahk_pid" . OutputVarPID)
  {
    if (checko=0)
    {
      Gui, -Caption +ToolWindow                                        
      Gui, Color, 0                                                                               
      Gui, Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE      
      Gui, 2: +AlwaysOnTop -Caption +ToolWindow                                        
      Gui, 2: Color, 0                                                                                 
      Gui, 2: Show, x0 y0 h%A_ScreenHeight% w%A_ScreenWidth%, HSHIDE
      WinActivate, ahk_pid %OutputVarPID%
      While !WinActive("ahk_pid" . OutputVarPID) and WinExist("ahk_pid" . OutputVarPID) and !WinExist("Adventure Game Studio", "Abort key pressed")
      {
      }
      ;WinWaitActive, ahk_pid %OutputVarPID%
      Gui, 2:Destroy 
      checko = 1
    }
  }
  IfWinActive, HSHIDE
  {
    WinActivate, ahk_pid %OutputVarPID%
  }
  if WinExist("Adventure Game Studio", "Abort key pressed") or !WinExist("ahk_pid" . OutputVarPID)
  {
  ChangeDisplaySettings( cD, sW, sH, rR )
  ExitApp
  }    
}
ChangeDisplaySettings( cD, sW, sH, rR )
ExitApp
#703
Well it took my about 16 hours to compile AGS! But luckily, it turns out to be quite easy to adjust the resolution settings.

I cobbled together a version of the editor which has the effect I want. Please test! It currently applies only to 800x600 games, with desktop resolutions of 1280x720, 1600 x 900, 1920x1080, 1360 x 768, 1280x768  or 1440 x 900.

http://ali.agser.me/ags_better_borders_test.zip
Includes: custom acwin.exe, test game (3.3 beta), modified .cpp files.


What I'm wondering is:

1) Can I safely use a customised acwin.exe with a stable build of AGS (like 3.12)?
2) How should I make the resolution more adaptable to different systems?
3) How should I give the player control over resolution:
                - for instance, a player might prefer to play 1920x1080 bordered rather than 1280x720 bordered, if they prefer things sharper.


I'm certain my scripting is very naive and inefficient. From graphics_mode.cpp:
Code: C
if (gameHeight == 600) // ALI
			{
				if (screenRatio >= 1777) // 1280x720, 1600 x 900, 1920x1080 (16:9)
				{
					supportedRes = gfxDriver->FindSupportedResolutionWidth(1280, 720, firstDepth, 110);
					Out::FPrint("ALI: Attempt 1280 x 720. Supported = %d.", supportedRes);

					if (supportedRes > 0)
					{
						Out::FPrint("Widescreen side borders: enabled, attempting resolution %d x %d", 1280, 720);
						failed = init_gfx_mode(1280, 720, firstDepth);
					}
					else
					{
						Out::FPrint("Widescreen side borders: gfx card does not support suitable resolution: %d x %d", 1280, 720);

						supportedRes = gfxDriver->FindSupportedResolutionWidth(1600, 900, firstDepth, 110);
					    Out::FPrint("ALI: Attempt 1600 x 900. Supported = %d.", supportedRes);

						if (supportedRes > 0)
						{
							Out::FPrint("Widescreen side borders: enabled, attempting resolution %d x %d", 1600, 900);
							failed = init_gfx_mode(1600, 900, firstDepth);
						}
						else
						{
							Out::FPrint("Widescreen side borders: gfx card does not support suitable resolution: %d x %d", 1600, 900);

							supportedRes = gfxDriver->FindSupportedResolutionWidth(1920, 1080, firstDepth, 110);
							Out::FPrint("ALI: Attempt 1920 x 1080. Supported = %d.", supportedRes);

							if (supportedRes > 0)
							{
								Out::FPrint("Widescreen side borders: enabled, attempting resolution %d x %d", 1920, 1080);
								failed = init_gfx_mode(1920,1080, firstDepth);
							}
							else
							{
								Out::FPrint("Widescreen side borders: gfx card does not support suitable resolution: %d x %d", 1920, 1080);
							}

						}


					}

				}

				else if (screenRatio <= 1777) // 1360 x 768, 1280x768, 1440 x 900 (16:9)
				{
					supportedRes = gfxDriver->FindSupportedResolutionWidth(1360, 768, firstDepth, 110);
					Out::FPrint("ALI: Attempt 1360 x 768. Supported = %d.", supportedRes);

					if (supportedRes > 0)
					{
						Out::FPrint("Widescreen side borders: enabled, attempting resolution %d x %d", 1360, 768);
						failed = init_gfx_mode(1360, 768, firstDepth);
					}
					else
					{
						Out::FPrint("Widescreen side borders: gfx card does not support suitable resolution: %d x %d", 1360, 768);

						supportedRes = gfxDriver->FindSupportedResolutionWidth(1280, 768, firstDepth, 110);
					    Out::FPrint("ALI: Attempt 1280 x 768. Supported = %d.", supportedRes);

						if (supportedRes > 0)
						{
							Out::FPrint("Widescreen side borders: enabled, attempting resolution %d x %d", 1280, 768);
							failed = init_gfx_mode(1280, 768, firstDepth);
						}
						else
						{
							Out::FPrint("Widescreen side borders: gfx card does not support suitable resolution: %d x %d", 1280, 768);

							supportedRes = gfxDriver->FindSupportedResolutionWidth(1440, 900, firstDepth, 110);
							Out::FPrint("ALI: Attempt 1440 x 900. Supported = %d.", supportedRes);

							if (supportedRes > 0)
							{
								Out::FPrint("Widescreen side borders: enabled, attempting resolution %d x %d", 1440, 900);
								failed = init_gfx_mode(1440, 900, firstDepth);
							}
							else
							{
								Out::FPrint("Widescreen side borders: gfx card does not support suitable resolution: %d x %d", 1440, 900);
							}

						}


					}

				}

			}


#704
JJS's link worked, thanks! It compiles in the SP1 version.
#705
I don't think the Common, Common/lib include made any difference. I just did that and installed DX SDK because I was getting "file missing" errors when compiling. I guess the DX SDK fixed those errors, because they aren't occurring now.

Here's the output text:

Spoiler
Compiling...
afile.c
cstretch.c
wkeybd.c
wmouse.c
wwnd.c
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\allegro-4.2.2-agspatch\win\wwnd.c(473) : warning C4018: '<' : signed/unsigned mismatch
almp3.c
common.c
dct64_i386.c
decode_i386.c
interface.c
layer2.c
layer3.c
tabinit.c
alogg.c
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\alogg\alogg.c(396) : warning C4101: 'x' : unreferenced local variable
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\alogg\alogg.c(395) : warning C4101: 'data_array' : unreferenced local variable
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\alogg\alogg.c(580) : warning C4101: 'x' : unreferenced local variable
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\alogg\alogg.c(579) : warning C4101: 'data_array' : unreferenced local variable
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\alogg\alogg.c(956) : warning C4101: 'x' : unreferenced local variable
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\alogg\alogg.c(955) : warning C4101: 'data_array' : unreferenced local variable
aaudio.c
adisplay.c
getbits.c
getblk.c
gethdr.c
getpic.c
Generating Code...
Compiling...
idct.c
motion.c
mpeg1dec.c
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\apeg-1.2.1\mpeg1dec.c(1) : warning C4005: 'DISABLE_MPEG_AUDIO' : macro redefinition
        command-line arguments :  see previous definition of 'DISABLE_MPEG_AUDIO'
mpg123.c
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\apeg-1.2.1\audio\mpg123.c(8) : warning C4005: 'DISABLE_MPEG_AUDIO' : macro redefinition
        command-line arguments :  see previous definition of 'DISABLE_MPEG_AUDIO'
ogg.c
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\apeg-1.2.1\ogg.c(7) : warning C4005: 'int64_t' : macro redefinition
        c:\users\ali\documents\visual studio 2008\projects\ags-master\windows\include\allegro\platform\almsvc.h(79) : see previous definition of 'int64_t'
recon.c
ALPLAY.C
ATEXIT.C
CLICKREM.C
DATDUH.C
DATIT.C
DATMOD.C
DATS3M.C
DATUNLD.C
DATXM.C
DUHLEN.C
DUMBFILE.C
ITLOAD.C
ITMISC.C
ITORDER.C
Generating Code...
Compiling...
ITREAD.C
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\dumb-0.9.2\it\itread.c(244) : warning C4244: '=' : conversion from 'long' to 'byte', possible loss of data
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\dumb-0.9.2\it\itread.c(253) : warning C4244: '=' : conversion from 'long' to 'byte', possible loss of data
ITRENDER.C
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\dumb-0.9.2\it\itrender.c(484) : warning C4244: '=' : conversion from 'sample_t' to 'float', possible loss of data
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\dumb-0.9.2\it\itrender.c(485) : warning C4244: '=' : conversion from 'sample_t' to 'float', possible loss of data
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\dumb-0.9.2\it\itrender.c(2971) : warning C4244: 'function' : conversion from 'float' to 'int', possible loss of data
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\libsrc\dumb-0.9.2\it\itrender.c(2974) : warning C4244: 'function' : conversion from 'float' to 'int', possible loss of data
ITUNLOAD.C
LOADDUH.C
LOADMOD.C
LOADS3M.C
LOADXM.C
MAKEDUH.C
MEMFILE.C
PACKFILE.C
RAWSIG.C
READDUH.C
READMOD.C
READS3M.C
READXM.C
REGISTER.C
RENDDUH.C
RENDSIG.C
RESAMPLE.C
SAMPBUF.C
Generating Code...
Compiling...
SILENCE.C
STDFILE.C
UNLOAD.C
XMEFFECT.C
windows.c
Generating Code...
Compiling...
audiochannel.cpp
audioclip.cpp
button.cpp
cdaudio.cpp
character.cpp
characterextras.cpp
characterinfo.cpp
datetime.cpp
dialog.cpp
dialogoptionsrendering.cpp
dialogtopic.cpp
display.cpp
draw.cpp
drawingsurface.cpp
dynamicsprite.cpp
event.cpp
file.cpp
game.cpp
gamesetup.cpp
gamestate.cpp
Generating Code...
Compiling...
global_api.cpp
global_audio.cpp
global_button.cpp
global_character.cpp
global_datetime.cpp
global_debug.cpp
global_dialog.cpp
global_display.cpp
global_drawingsurface.cpp
global_dynamicsprite.cpp
global_file.cpp
global_game.cpp
global_gui.cpp
global_hotspot.cpp
global_inventoryitem.cpp
global_invwindow.cpp
global_label.cpp
global_listbox.cpp
global_mouse.cpp
global_object.cpp
Generating Code...
Compiling...
global_overlay.cpp
global_palette.cpp
global_parser.cpp
global_plugin.cpp
global_record.cpp
global_region.cpp
global_room.cpp
global_screen.cpp
global_slider.cpp
global_string.cpp
global_textbox.cpp
global_timer.cpp
global_translation.cpp
global_video.cpp
global_viewframe.cpp
global_viewport.cpp
global_walkablearea.cpp
global_walkbehind.cpp
gui.cpp
guicontrol.cpp
Generating Code...
Compiling...
guiinv.cpp
hotspot.cpp
interfacebutton.cpp
interfaceelement.cpp
inventoryitem.cpp
inventoryiteminfo.cpp
invwindow.cpp
label.cpp
listbox.cpp
math.cpp
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\ac\math.cpp(53) : warning C4244: 'initializing' : conversion from 'int' to 'float', possible loss of data
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\ac\math.cpp(59) : warning C4244: 'initializing' : conversion from 'double' to 'float', possible loss of data
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\ac\math.cpp(181) : warning C4244: '=' : conversion from 'double' to 'float', possible loss of data
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\ac\math.cpp(189) : warning C4244: '=' : conversion from 'double' to 'float', possible loss of data
mouse.cpp
movelist.cpp
object.cpp
overlay.cpp
parser.cpp
path.cpp
properties.cpp
record.cpp
region.cpp
richgamemedia.cpp
Generating Code...
Compiling...
room.cpp
room_engine.cpp
roomobject.cpp
roomstatus.cpp
route_finder.cpp
screen.cpp
screenoverlay.cpp
slider.cpp
sprite.cpp
spritecache_engine.cpp
string.cpp
c:\program files\microsoft sdks\windows\v6.0a\include\wingdi.h(167) : warning C4005: 'VTA_LEFT' : macro redefinition
        c:\users\ali\documents\visual studio 2008\projects\ags-master\common\ac\gamestructdefines.h(32) : see previous definition of 'VTA_LEFT'
c:\program files\microsoft sdks\windows\v6.0a\include\wingdi.h(168) : warning C4005: 'VTA_RIGHT' : macro redefinition
        c:\users\ali\documents\visual studio 2008\projects\ags-master\common\ac\gamestructdefines.h(33) : see previous definition of 'VTA_RIGHT'
system.cpp
textbox.cpp
timer.cpp
translation.cpp
tree_map.cpp
viewframe.cpp
viewport.cpp
walkablearea.cpp
walkbehind.cpp
Generating Code...
Compiling...
cc_agsdynamicobject.cpp
cc_audiochannel.cpp
cc_audioclip.cpp
cc_character.cpp
cc_dialog.cpp
cc_dynamicarray.cpp
cc_dynamicobject.cpp
cc_gui.cpp
cc_guiobject.cpp
cc_hotspot.cpp
cc_inventory.cpp
cc_object.cpp
cc_region.cpp
cc_serializer.cpp
managedobjectpool.cpp
scriptdatetime.cpp
scriptdialogoptionsrendering.cpp
scriptdrawingsurface.cpp
scriptdynamicsprite.cpp
scriptfile.cpp
Generating Code...
Compiling...
scriptoverlay.cpp
scriptstring.cpp
scriptviewframe.cpp
agsstaticobject.cpp
staticarray.cpp
ali3dd3d.cpp
ali3dogl.cpp
ali3dsw.cpp
blender.cpp
color_engine.cpp
gfxfilter.cpp
gfxfilter_aad3d.cpp
gfxfilter_allegro.cpp
gfxfilter_d3d.cpp
gfxfilter_hq2x.cpp
gfxfilter_hq3x.cpp
gfxfilter_scaling.cpp
gfxfilter_scalingallegro.cpp
animatingguibutton.cpp
cscidialog.cpp
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\gui\guidialoginternaldefs.h(31) : warning C4005: 'getch' : macro redefinition
        c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\ac\record.h(38) : see previous definition of 'getch'
Generating Code...
Compiling...
gui_engine.cpp
guidialog.cpp
mylabel.cpp
mylistbox.cpp
mypushbutton.cpp
c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\gui\guidialoginternaldefs.h(31) : warning C4005: 'getch' : macro redefinition
        c:\users\ali\documents\visual studio 2008\projects\ags-master\engine\ac\record.h(38) : see previous definition of 'getch'
mytextbox.cpp
newcontrol.cpp
cc_instance.cpp
executingscript.cpp
exports.cpp
runtimescriptvalue.cpp
script.cpp
script_api.cpp
script_engine.cpp
script_runtime.cpp
systemimports.cpp
ambientsound.cpp
audio.cpp
clip_mydumbmod.cpp
clip_myjgmod.cpp
Generating Code...
Compiling...
clip_mymidi.cpp
clip_mymp3.cpp
clip_myogg.cpp
clip_mystaticmp3.cpp
clip_mystaticogg.cpp
clip_mywave.cpp
queuedaudioitem.cpp
sound.cpp
soundcache.cpp
soundclip.cpp
acwavi.cpp
acwavi3d.cpp
video.cpp
consoleoutputtarget.cpp
debug.cpp
filebasedagsdebugger.cpp
namedpipesagsdebugger.cpp
rawfileoutputtarget.cpp
config.cpp
engine.cpp
Generating Code...
Compiling...
game_file.cpp
game_run.cpp
game_start.cpp
graphics_mode.cpp
main.cpp
quit.cpp
udpate.cpp
version.cpp
agsplatformdriver.cpp
acplwin.cpp
agsplugin.cpp
pluginobjectreader.cpp
acwsetup.cpp
mousew32.cpp
fonts_engine.cpp
test_all.cpp
test_file.cpp
test_sprintf.cpp
test_string.cpp
test_version.cpp
Generating Code...
Compiling...
minidump.cpp
hq2x3x.cpp
Generating Code...
Compiling resources...
Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
Copyright (C) Microsoft Corporation.  All rights reserved.
Compiling manifest to resources...
Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0
Copyright (C) Microsoft Corporation.  All rights reserved.
Linking...
fatal error C1900: Il mismatch between 'P1' version '20080116' and 'P2' version '20070207'
LINK : fatal error LNK1257: code generation failed
Results
       
Build log was saved at "file://c:\Users\Ali\Documents\Visual Studio 2008\Projects\ags-master\Solutions\Engine.App\Debug\BuildLog.htm"
Engine.App - 1 error(s), 24 warning(s)
[close]
#706
I tried installing SP1 but it gives this message:

QuoteThis update is designed for only the Microsoft Visual Studio 2008 (ENU) product family, and is not compatible with any Express editions.
#707
To investigate this I'm trying to compile Engine.sln in Visual Studio 2008 (Express). I have installed DirectX SDK (June 2010), and told it to include Common and Common/libinclude as advised here

It gets a fair way through the build, successfully building Common.Lib and Compiler.Lib, then gives this error:

Quote1>fatal error C1900: Il mismatch between 'P1' version '20080116' and 'P2' version '20070207'
1>LINK : fatal error LNK1257: code generation failed

Googling the error suggests that some library has been built with a different version. But most of the remedies involve installing SP1 (which isn't possible for the Express Version) or rebuilding the offending static library - which I don't know how to do.

Can you offer any suggestions for how I can get around this?
#708
I was opening it in C#, but opening it as C++ works. Forgive my ignorance!

I suspect I'll be back with more questions, but thanks so far.
#709
I'm afraid it doesn't seem to work. I get messages saying Common.Lib, Compiler.Lib and Engine.app can't be loaded. (That is fewer errors than the existing Engine.sln.)

Editor.NoNative does open. What's the difference between it and Editor.Full? If that's possible to summarise?
#710
Yes, my understanding of it is that VS Express can have folders within the project, but not actual folders. Here's someone with the same issue http://social.msdn.microsoft.com/Forums/en-US/Vsexpressvc/thread/2a8e62c8-e14f-4027-8704-7d943c99303e

I downloaded the source code from here:
https://github.com/adventuregamestudio

Is that the right version to work from?
#711
Unfortunately, new drivers and switching to DX5 have no effect.

I'd keen to rummage around, however inexpertly, to try to solve this. But because Visual Studio 2008 Express doesn't support Solution Folders, I'm not able to edit or compile the source code.

Is an Express-friendly version of the source in existence, or do I need to find a full version of Visual Studio?
#712
Quote from: Crimson Wizard on Tue 04/06/2013 20:02:08
This is the reason I keep running AGS games in window :(.

BTW, this is Engine issue, not Editor one.

Whoops! I meant to post this in the Engine forum. Could a mod move it, please?

Does that mean that what I'm asking for is very difficult to implement? I'd imagined that it wouldn't be much more complicated than the current widescreen borders.


Quote from: Eric on Tue 04/06/2013 20:05:39
Have you tried updating your graphics card drivers? That worked for me when I had this issue.

Downloading now...
#713
Hello! I've just moved to a new computer and widescreen borders are no longer working in my game. I seem to be having this problem.

From DebugView:
Quote[2832] AGS: Widescreen side borders: game resolution: 800 x 600; desktop resolution: 1920 x 1080
[2832] AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 1066 x 600 anyway
[2832] AGS: Attempt to switch gfx mode to 1066 x 600 (32-bit)
[2832] AGS: Failed, resolution not supported

What I'm wondering is, why doesn't AGS try standard resolutions like 1366x768 or 1280x720 and add borders on the top and bottom, as well as the left and right?

Like the first, instead of the second screen:


I did try to tinker with the AGS source code, but Visual Studio 2008 doesn't support Solution Folders, so I couldn't open it. (I probably would have been stumped anyway, but I'm keen to find a solution for this!)

Any help or suggestions would be hugely appreciated!
#714
As usual, I agree with the pinko-lefties.

But while I don't think it's right to separate art and artist, I think it's perfectly possible to be a great artist and even a pretty good person while engaging in acts which later generations will find abhorrent. Shakespeare and Dostoevsky have anti-Semitism in their work. Bertholt Brecht was a dreadful sexist. I'm sure there were plenty of slave owners who were delightful dinner guests.

It's worth remembering that we probably hold beliefs which are equally mistaken. Hate the sin, love the sinner, or something like that.

BUT if you're looking for an adventure game Kickstarter by someone who's pro-gay marriage:
#715
I didn't know that! Twas brillig! Thanks again.
#716
Hello!

As fantastic as this patch has been for me, I've run into the problem I mentioned above. I've just moved my project to a new computer, and unfortunately that has made reloading sprites impossible.

AGS is looking for the sprites here:
D:\Users\Ali\Documents\Nelly Cootalot II\Game Files\Sprites\Nelly\Pirate\Down\nelly_down0000.png

When actually, they're here:
C:\Users\Ali\Documents\Nelly Cootalot II\Game Files\Sprites\Nelly\Pirate\Down\nelly_down0000.png

After Effects would allow me to relink one file, and then it would automatically relink any (missing) file. Would implementing something like this be possible? Or manually editing the source paths en masse?

Or do I need to rename my C: Drive?
#717
Today is the real-life Nelly's birthday! So if you've been waiting for an opportunity to share this campaign with your wealthy Uncle - this might be it!

Nelly's Birthday Update!

The campaign looks healthy, but I'm not going to start buying monocles and top hats (yet). I must say, I didn't expect to be competing with all my childhood heroes in the form of Armikrok, Massive Chalice and Vampyre Story!
#718
I think Blade Runner does it very well. Because if you make a mistake in a timed sequence - fail to shoot someone, for instance - then you don't get a second chance. It just changes how the story flows. It creates a real sense that action and inaction has consequences.
#719
Thanks for the comments and pledges!

We've got some nice write ups, including a lovely one from Rock Paper Shotgun. For anyone who's interested, I recently added an update with a mini-video:

Update #1!
#720
This sounds like a good idea for a competition thread to me!
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