Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Crimson Wizard

#10882
Default game template still uses old (improper) alpha blending. Good you noticed this, needs to be fixed.

Go to General Settings and set "Visual"->"Sprite alpha rendering style" to "Proper Alpha Blending".
Also probably is a good idea to set "Visual"->"GUI alpha rendering style" to "Multiplied Translucence..." (because it is proper alpha blending too).
#10883
Quote from: AGA on Wed 08/01/2014 11:18:48
Well zooming the screenshots is already optional, given that you have to click them to zoom (or view full size as the case currently is).  Or do you mean optional on the game owner's part?
I mean something like x2, x3, x4 selection, like with the "imgzoom" tag.
#10884
Quote from: Caracal on Wed 08/01/2014 10:12:47
But i didnt know that i have to write out the bools properly, like " if (ITEMI == true && ...).

No, you do not have to write "== true" every time, it is valid to write just "ITEMI && ITEMII && ..." for boolean variables, as in the example Khris gave few posts above:
Quote from: Khris on Tue 07/01/2014 22:03:55
Code: ags
function room_RepExec()
{
  if (ITEMI && ITEMII && ITEMIII && Game.DoOnceOnly("DoorOpened")){
    ...
  }
}

#10885
I mean, maybe it is possible to make the zoom optional?
#10886
Quote from: AGA on Wed 08/01/2014 07:56:36
Scaling up in browser probably isn't a good idea, since scaling pixel art properly is tricky.
But there is "imgzoom" tag on forums that just does this.
#10887
Quote from: JanetC on Tue 07/01/2014 20:58:34
If I instead try using the terminal, I get a different error after using git push:

error: The requested URL returned error: 403 while accessing https://github.com/humble/ags-geminirue.git/info/refs
fatal: HTTP request failed


I suddenly realized you said push. This probably means you are trying to push your branch to Edward's repository instead of your own...

EDIT: actually nevermind this, see updated section below.
Spoiler

The command should be (assuming you used same names as in my example few posts above)
Code: bash

git push origin humble-ports

Just tested this on my own repository.
[close]



UPD:
Ok, I found what was also wrong in previous commands. We should set proper connection between local branch and remote branch, so that your local is connected with your remote, and not with Edward's remote.
Anytime after you created a local branch, you can change the connection with:
Code: bash

git branch --set-upstream humble-ports origin/humble-ports

This will make your local branch connect exactly to the appropriate branch in your remote repository (and not to Edward's). Also you will not have to use extra options with "push" (e.g. after this you can use just "git push").

There might be a way to do this using your gui application (probably somewhere in the repository settings).
#10889
Quote from: JanetC on Tue 07/01/2014 20:58:34
! [rejected]        humble-ports -> humble-ports (non-fast-forward)
error: failed to push some refs to 'git@github.com:JanetGilbert/ags.git'
hint: Updates were rejected because the tip of your current branch is behind
hint: its remote counterpart.
Error like this indicates that there were changes to remote that are not found in your local branch. Don't know how it happened to be. Maybe you have two local repositories, or something like that?
On usual occasion this is solved by making a "git pull" before doing anything else.


Quote from: JanetC on Tue 07/01/2014 20:58:34
If I instead try using the terminal, I get a different error after using git push:

error: The requested URL returned error: 403 while accessing https://github.com/humble/ags-geminirue.git/info/refs
fatal: HTTP request failed

Which address do you use in git command? It should be just "https://github.com/humble/ags-geminirue.git" instead.
#10890
Does anyone have an idea what program should be normally used to edit the "ags.tex" file?
I tried couple of TeX editing applications (LaTeX and LyX), but either I do something wrong, or these are not what I need; in LaTeX I can only see the text source as I do in any notepad (with various markup tags) and LyX, while allows some kind of "WYSIWYG" preview, fails to parse the format properly, as it seems, or the format is incorrect, because on many occasions there's an inconsistent formatting applied.
#10891
Hmm, can you give a save that causes this?
Crash dump shows this occurs on room load (creating walk-behind mask, I think), but dump does not show enough detail about global program state.
#10892
Quote from: selmiak on Sun 05/01/2014 18:28:40
Unfortunately you can't compile the game anew after some changes and then load a savegame from a previous compiled version.
Even if that was the case the game shouldn't just crash; AGS usually shows an appropriate error message.

Daemon, I need to clarify, is the version you are using exactly 3.3.0.1148 (Beta 10 I think), or you've added any "intermediate" builds that came between Beta10 and 11?

Also, I'll actually need your game's executable to decypher crash dump (only *.exe, nothing else), you may PM me if you don't want to show it in public. Hmm, or maybe not...
#10893
Quote from: David Ostman on Sun 05/01/2014 17:57:46
I don't know if it's been done, but perhaps put together a survey where you poll the current userbase on what we want next. Highlight it properly as a big red bar at the top of the forums so no one misses it and make it very easy and fast to click through. Should give you a rough idea of what the masses would like the most. Not saying a majority vote always gives the correct path to take, but perhaps a general indication.
This is something that is not related to the problem I am trying to solve right now. There's a bunch of barely connected features which are 50-75% ready, and I want to put them all together. As time passes and more things are added, it becomes more and more complicated, and also stupid, because I have some "advanced" code in "develop" branch that I wan't to use with new features, or I'd have to start copying same code around and make things even more tedious and ugly.
I don't think we should add big features before everything is joined, that's it.
#10894
Quote from: Crimson Wizard on Wed 01/01/2014 16:47:50
There is also your MutexLock... if you don't have time, I can copy that myself ;). But I think it may wait several days.
Ok, I copied the MutexLock fix. Hopefully that may improve something (I heard it fixed a deadlock in Primordia).
#10895
Perhaps I am not giving a clear picture on this situation... the version number is not a big deal. More importantly, the branch that contains limits removal also has more code cleaned up and some things improved, and I'd hate to not use it any longer.
#10896
I may be mistaken, but I don't recall Critics Lounge being used to critic anything but arts (graphics, music, writing).
I'd say it is either Beginners or Advanced Technical questions (depending on how you feel about your code ;)).
#10897
Quote from: ner0 on Sat 04/01/2014 01:13:15
I don't know if this is meant to be but I thought I should mention it:
When using v3.2 and going to your savegame list, if there is a savegame that was saved using v3.4.0, it displays "Invalid slot #" and when trying to load it displays the following in-game message: Unable to load game (error: Not an AGS savegame). But when you do the opposite, using v3.4.0, to access savegames from v3.2, there is no error shown or incompatible message. Does it mean that savegames are meant to be forward-compatible?
You're perhaps confusing forward- and backward-compatibility. Forward compatibility means that older program can read data from newer program. Backward compatibility is when newer program reads data from older program.
There was a very limited forward-compatibility for savedgames in AGS, but with 3.4.0 there's completely different savedgame format, so older versions won't be able to read games saved by 3.4.0 engine anymore. On contrary, 3.4.0 will be able to read saves from 3.2.1-3.3.0.

Quote from: ner0 on Sat 04/01/2014 01:13:15
Another small detail is when trying to open a non-existent savegame file, in v3.2 it displays an in-game message saying: Unable to load game (error: File not found). whereas in v3.4.0 it shows a Windows popup error with a similar message but after clicking OK it exists the game.
Yes, it might do that, but that's temporary. We need to find a way (probably customizable) to handle errors like this without quitting.
#10898
I must write couple of normal posts with suggestions regarding further development (something I have in mind for a while), but for now just a couple of smaller notes.

The custom resolutions can't go in 3.3.1, because it's a larger change, and will take more time to polish, so normally I'd like to see it in "limits removing" 3.4.0. On other hand, it will require some time to make 3.4.0 cleaner and usable (also lots of testing), and some people already want to use custom resolutions, or, at least, custom display resolutions (if not the game ones), because players demand the games to be run with their native screen size. And at least one game dev wants to upgrade his recently released game to have this feature.
This is a dilemma... we might have an intermediate release between 3.3.0 and "limits removing" version. Or keep some "temporary" version with just the strictly features we need for running game on any res.


Other thing, there are few games made with Draconian Edition, and people cannot use engine ports to run these, because there are incompatible script functions. Since most (or all) of these functions are good ones, we may consider plan a 3.3.1 release which will not only have fixes to 3.3.0 (if necessary), but also improves compatibility with Draconian Edition.
#10899
Quote from: Grim on Fri 03/01/2014 17:39:52
It would be great to see the full list of new features and an updated manual, though. (I had a dream last night that there's a object.Rotate function there... ;) )
The full list of new features is in the first post of this thread. Updating the manual is what I am going to do in the nearest couple of days.
And, hmm, you can use DynamicSprite.Rotate to rotate images, hope that helps ;)
#10900
Quote from: Grim on Fri 03/01/2014 03:40:13
Scary, but exciting! :)

...A-a-aand we have a new tag line for splash screen now. :)
SMF spam blocked by CleanTalk