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Messages - Baguettator

#61
Hi all,

@eri0o : the fix for the rotation with dynamicsprites worked for me, thank you !

I noticed a problem with the GUIControl.GetByName function : I didn't change anything in my game, just ported it to AGS 4.0 (last build, the fix erioo sent me), and I have a null pointer instead of something working like before.

For example, I have a button called "Button1" in my game (it's the script name of the button). Here's my code in game_start function :

Code: ags
int u=1;
  GUIControl *g=GUIControl.GetByName(String.Format("Button%d", u));
  u=g.ID; // error is here, g appears to be a null pointer, whereas it exists in my GUI !
  Display("%d", u);
#62
Hi there, is this module going to be updated with AGS 4.0 compatibility ? And is there any release date ? Just to know, no pressure :)

Thanks for the work anyway !
#63
Yes sorry, I meant : using PNG files for DynamicSprites :)

@eri0o : I didn't try yet, will have a look !
#64
Also, I have another request but I know I several times suggested it by the past : because you told about RGBA colours and things about that, is it possible to add PNG management by the editor ? It could be so great to have the possibility to add png files with their alpha channel instead of "magic pink backgrounds" for BMP files.

I don't know how much it is complicated/not planned/not wanted :)
#65
I rotate them 1 time after creating them.
#66
OK, so here's the problem with "transparent lines" appearing around sprites. I don't know if it's for any sprites, but at least for the tiles in my example (big squares), it's easy to see.

https://drive.google.com/file/d/149PE4pu_DI8YVueWZiyg_5tY4NOXpgAW/view?usp=sharing

I can imagine it's something about rotating sprites. This problem appears with both Draw functions (drawing a DynamicSprite into a surface) and attributing a dynamicsprite to an object (button in my case). If that dynamicsprite is NOT rotated, no problem, no "transparent lines" on edges. If it IS rotated, then the problem happens.

In my screen shots, tiles are the squares  behind every other tokens. There are 3x3 squares, so 9 in total. The rotation of each tile can be seen with the number written on the corner of the tile : the direction of the number indicates the rotation (0, 90, 180 or 270°). Each time a tile is 90 or 270° rotated, it shows the bug.
#67
Sorry, I wrote it quickly because I already reported here this issue (when the runtime executable doesn't close normally), but really this message is so far now... Apologizes...

The thing is I had something like that :

Code: ags
for (int i=0 ; i<7 ; i++)
{
  btn[i].Visible=true;
}

The btn array's size was [6], so the game crashed (out of array size). And this crash reproduced the "runtime executable doesn't close normally" issue.
#68
Thanks for explanations !

I had a crash for an array out of size, and the runtime executable (the program which runs the game while in the editor) didn't close normally. Perhaps this kind of error causes that issue ?
#69
Yes I will give more information when I will able to test.

But, question : my savegames are 250Mo each... It seems VERY large, doesn't it ? Which things take so many place in a save file ? Variables ?

Can it be improved to have savegames lighter ?
#70
Quote from: Crimson Wizard on Tue 07/01/2025 12:50:51Does this happen always, or in a particular case? Can you give a precise example, like, which object, what are this object's properties (size, position, graphic settings)? Does this happen with any graphic driver or specific one?

Perhaps, just try with the sprites I sent to you, especially those which are located in "dalles" folder. In my game, they are placed one next to the other, without any gap between (side by side). In AGS 4.0, I can see white lines between some sides of them (my background is white). As I also specified, list boxes and text boxes are concerned too. I'll tell you if I see anything else !

About the translation file, I know PO format, I don't know what does it change for me. Just it would be cool if the "update translation file" command would really update it (store the already translated lines, delete everything in the file, and then add all the lines from the scripts, comparing to the stored translated lines and if they match, putting the translated line in the updated file). I have made a "game" to especially do that, but it would be more convenient to have this built-in. (hope my explications are right, I'm not sure of my english language right now !)

And what about my 3° request ? :)
#71
1) I have seen that AGS 4.0 is not displaying "perfectly" sprites : it seems sometimes (or always ? hard to say), there is a line (1 pixel width) that is not drawn. Also for ListBoxes' or TextBoxes' perimeter, not all the lines appear.

2) when you update the translation file, how it works ? If I have already a translation file, and then I delete some lines in my scripts : will the deleted lines be kept in the update ? I remember in 3.6, only the new lines were added (like a File.Append), but I had to delete manually in the .trs file the lines that weren't anymore in my game

3) request for quality of life : would it be possible to add an extra option for the search/replace process ? It would be great if we could choose to search in the full script OR only in the "texts" (the ones who appear in dark red color, between ""). For example, since AGS 4.0, I have to replace many [ symbols, and it would be great to have the replace process to only look at texts zones and not the full script (because you'll have to be careful to not replace the brackets of arrays, and it would be so long, so many "next" clicks...)

Here are my last thoughts ! :)
#72
@Crimson Wizard Hi, I have tested with your fixed version : everything is ok !

I think the problem was "per GUI" : the first images you generate within the same GUI will have problems (invisible), and less and less problems for the followings. That's why the images became more and more visible, and only 1 or 2 of them were fully displayed.

Each time it was 3-4 GUIControls within a GUI, every control was invisible. In my Tabletop GUI, I had 40-50 controls who received DynamicSprite.CreateFromFile as graphics. The first who received the sprites were invisible, and then, the last were without problems, and at the middle, a "crescendo" of visibility :)
#73
Thanks Crimson ! Is it safe to test my game with your fixed version ?

Will have a look and tell you what I'll see :)
#74
Yeah, in my last working time, I didn't encounter the bug. Will notice you if I encounter again, because perhaps it was the previous AGS 4.0 version (was alpha 13 before).

The main problem for me is the dynamicsprite not rendering correctly. Hope you will fix it as soon as possible ! ;)
#75
Also, not a great problem, but I noticed that if selectedBackgroundColor=0; 0; 0 for a ListBox, it makes it transparent. Before, in AGS 3.6, it was black (as intended).

(sorry for multiposts, I don't know if you are notified if I make "quick edits" in my old posts, so I create a new one, but tell me if I'm doing wrong please !)
#76
Yes I can explain my use case, it's pretty simple  : in my game, I allow players to use their own musics, organised internally in my game. So they put their MP3 musics in the game's folder, and in the game there is a Playlist management, the player can manages 3 different playlists. Each playlist is played in a precise context. In my case : playlist 1 for expeditions, playlist 2 for colony's stage, playlist 3 for menu stage.

Perhaps it's a bit "niche" point of view, but I like this setting :)
#77
Crimson, sorry for double post, but here is what I can observe about the sprite problem :

it seems sprites rendering is "decreasing in quality". Because my scripts gives DynamicSprites to many buttons, I can see one of them in pretty good quality, and then, others are like less and less in quality. Until they become invisible. I can see as if the sprites were "cut" with a knife, making transparent lines on them. And they got more and more "cuts".

i'm not sure if it's important for you, but it seems the process is worser and worser, or better and better. I don't know... Hope it will help you !

EDIT : I just saw that the DynamicSprite.CreateFromFile function has a second optional parameter : colorformat. Should it be the issue ? In my game, I don't use this parameter (all of my DynamicSprite.CreateFromFile have only 1 parameter).
#78
Nice, happy to know it's also for the others :D

Hope you'll be able to fix it !

I'm testing AGS 4.0 as deeply as I can with my game. I'll report if I encounter anything else !

Thanks a lot for developing the tool :)
#79
Alright, thanks !

Have you looked into the sprite rendering issue ? (no pressure, just to know if you indentified at the problem)
#80
I found something annoying with the last update of AGS 4, it's that when you test the game with the editor, and the game crashes, the call stacks and the little message telling you what happenned are not displayed, you have to go to "window=>call stack" to see them, and you click "okay, close the game", the game doesn't close and the editor is stuck in debugging mod. (you can modify it, but you need Ctrl+Alt+Suppr to close it for real)

EDIT : seems to not concern every crash reason.

EDIT 2 : new problem I encounter in AGS 4. If I attach a function On_Click on a button called "Objectif", the function is by default called Objectif_OnClick. If I rename it, let say Fouille, then in the editor I click in the "..." button of on_click function in the right panel of the gui's window (with the Objectif button selected, so in this box there is the name of its onclick function, so in my case it's written Fouille), the editor creates a new function called Fouille. Previously in AGS 3.6, he knew that there was a function called Fouille, and he didn't create a new one, he jumped to the right function directly.
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