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Messages - Calin Leafshade

#522
There is a saying amongst violin teachers.

"The first 10 years are the worst"
#523
I noticed this in the repo but the history seems to indicate it was not added by the new engine team.

Are there plans to expand on a file based debugger as opposed to the pipes version? If not, would someone be willing to work with me (from the engine team) to implement a perpetual IPsocket based system?
#524
I would actually be willing to teach how to use Lua for adventure games. I'm not sure exactly how that would be structured tho...
#525
Engine Development / Re: Other Resolutions.
Mon 18/03/2013 18:34:52
it kinda doesn't matter if it worked for him. The implementation is incomplete and needs work. Not least of which the work to bring it in line with the refactored version of the engine.

Literally an irrelevant conversation.
#526
I didn't find the long thread to be hard to follow in retrospect. Maybe at the time it was more difficult.

If you make a new board then what distinguishes that board from the CL in actuality? I think it needs structure and the long thread facilitated that by being clearly chronological
#527
I would imagine thats the GUI thread stopping the debugger thread that waits for input from the engine.

Named pipes shouldn't be an issue resource wise so I don't think this is a problem. Arguably the thread should stop itself though just for cleaness.

I think we should probably get rid of the named pipes altogether though and replace them with a TCP debugging interface. Name pipes are a windows-only solution.
#528
Hmm I may have done something in Lua that the engine didn't like.

I will continue investigating.
#529
Quote from: bicilotti on Sun 17/03/2013 19:09:28
Still, wouldn't you all be wary of a project which is asking you to say goodbye to any right you have on your production?

I think this is pretty standard and understandable. I mean otherwise the team member can effectively hold the game to ransom at the slightest thing.
#530
In the end, i defined them as polygons in engine:



If nothing else, its more accurate.
#531
Advanced Technical Forum / Intermittent Crash
Sun 17/03/2013 19:21:04
I get the following crash every so often on room changes but i cant pin point the cause. Can one of the engine devs help?

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004229AA ; program pointer is +72, ACI version 3.21.1115, gtags (4,0)

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)
---------------------------
OK   
---------------------------
#532
Sorry for the bump but the file is missing.

Anyone got a mirror?
#533
Sure, I'll just flex my background drawing skillz and... no, I do not have the necessary skills.

I will PM loominous though because i am good like that.
#534
I think my girlfriend would like to take part so thats +1.

Loominous and Zyndikate are the obvious choices for hosts if they are so inclined. Loominous especially is an excellent teacher.
#535
the draconian edition is only 32bit compatible because it uses my drawimage code from AGSBlend which doesnt make allowances for other colour depths.
#536
I agree with Cat.
#537
I only saw the previous one retrospectively but I think it was really cool. Would Zyndikate, Loominous, Misj and so on be willing to put on another one?

I recommend that it runs concurrently to the normal BGblitz tho since they tend to go on for a while.
#538
I like the concept of views but the implementation is weird.

They should probably be renamed "animations" and be groupable in folders like any other resource for organisation.
#539
VS has the shortcut Ctrl E - C for this and it is indeed very useful.

I will add it to my list of things to add.
#540
That is true, I forgot about that.

However do we really want to be messing with the sprite cache without the user's permission? Seems like that could be an issue, especially for inexperienced users.
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