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

#11041
Quote from: Radiant on Sat 09/11/2013 22:11:38
Another graphical glitch: if a GUI button is set to "no clipping" then images can indeed appear bigger than the button itself. However, text will not.
That's not a glitch, that's a proper behavior; like stated in manual the ClipImage property only control whether image is clipped or not:
Quote
bool Button.ClipImage;

Gets/sets whether the button clips its image to the button boundaries.
For example, if the button is sized 30x30, but its Graphic is a 50x50 image, then this property controls whether the image is allowed to spill over the edge of the button.
#11042
Ali, can you please remove the restriction that disables smooth scrolling on Linux? I believe current ports should work right.
#11043
Quote from: Daniel Eakins on Sat 09/11/2013 15:44:29
Quote
Also, this is a portable program, right?
Yeah, the only thing trace it leaves on a computer is the acsetup.cfg file generated.
I mean, will it work on other platforms (like Linux)? :)
#11044
Finally! Now we can remove winsetup code from the engine :tongue:.

Also, this is a portable program, right?
#11045
I plan to be updating this version in few days, I'll look into what happens there.
I also suggest to continue discussion related to this version in the corresponding thread: http://www.adventuregamestudio.co.uk/forums/index.php?topic=49014.0
#11046
And script window flicker - it is gone! Wooo! (laugh)
#11047
There was one for AGS too for more than a year now.
http://wiki.scummvm.org/index.php/AGS
#11048
Quote from: AGD2 on Thu 07/11/2013 20:03:08
Yeah, I just found it odd that it only started popping up this error message after I put this newest acwin.exe in my AGS directory. I don't recall Windows ever complaining like this about previous versions that I downloaded separately from the web.
I don't know how this works in detail. I just made a test with original 3.2.1 acwin.exe, uploaded it to the file hosting and downloaded back. And it gave same warning on start. I think Windows marks files somehow when they are downloaded like that. Perhaps it does not find them suspicious when they are in larger packages... just a random thought.
#11049
This experimental version I mentioned is based on the 3.3.0 beta version that is being currently developed. For detailed information on changes (in comparison with v.3.2.1), check this post: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.0

Quote from: LameNick on Thu 07/11/2013 15:38:32
when i loaded the default game and tried to build EXE, it gave an error: "GlobalScript.asc(19): Error (line 19): Undefined token 'SetVoiceMode'", i had to comment out all lines with "SetVoiceMode(eSpeechVoiceAndText);" in the GlobalScript.asc then it compiled successfully.
"SetVoiceMode" function has been deprecated in this version, you should use "Speech.VoiceMode", like:
Code: ags

Speech.VoiceMode = eSpeechVoiceAndText;

The "default game" template will be fixed accordingly with the next update.


Quote from: LameNick on Thu 07/11/2013 15:38:32
But i still don't understand how to lock the scale at its set resolution in fullscreen mode. I'm sorry i'm a total noob any help would be very much welcome.
Currently the custom resolutions version is unfinished, and there's no way to set random resolution by setup program. You'll have to manually edit configuration file, acsetup.cfg, found in your game directory (you may simply use a Notepad for that).
The instructions are given in this post: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47344.msg636462609#msg636462609
For example, open acsetup.cfg, and put this somewhere under "[misc]" line:
Code: text

renderstyle=2
screenwidth=1920
screenheight=1080

Instead of 1920 and 1080 you may try other sizes, depending on what your monitor and graphics card support (you may just check your current desktop resolution in Windows).
"renderstyle=2" command will stretch the game to the maximum possible, while maintaining the correct proportions. If your game has a large resolution on its own (like 800x600 and higher), you may also try "renderstyle=0" - this will not upscale the game, but leave it in the center of a black screen.
#11050
IIRC AGS should not require administrative rights to run?


UPD: I think this is just Windows protecting us from exes downloaded from the web.
Try downloading in archive: http://www.mediafire.com/download/wijq93b19e431vv/acwin.7z


UPD2: I found out that Win detects exes in zip archive too, but not in 7z. Either it can scan zips but not 7zs, or has list of "dangeorous" extensions.
#11051
Omg, omg, omg, I made such a stupid and terrible mistake. This is almost a miracle that it did not screw anything earlier.
That memory allocation problem was caused by the string buffers growing endlessly on some occasions.

Fixed engine: http://www.mediafire.com/download/9moabyjfp8mjdp0/acwin.exe


E: The error can be reproduced very easily with Heroine Quest: start dialog with Hervor, choose any option, then concede talking, then repeat. After about 3-4 minutes of repeating this your computer memory will become eaten.
#11052
Quote from: AGD2 on Mon 04/11/2013 08:43:40at the moment I'm forced to trade-off between non-skipping music with inaccurate lip-syncing and skipping music with perfect lip-syncing. It would be ideal to have non-skipping music and perfect lip-syncing.
I might be forgetting something, what is this "skipping music" problem, when does it happen? I was thinking that maybe there's just not enough music polls during some lengthy processes. In which case all we need to do is to update music more frequently.
#11053
Quote from: Khris on Wed 06/11/2013 10:10:12
Sure, but I still would love to know why
Code: ags
  if (true) int a = 5;

produces "Error: Unexpected 'int'",

I guess its just the compiler's flaw.
#11054
Quote from: AGD2 on Wed 06/11/2013 06:57:46
One question, though. If I compile and released the game with 3.3.0, and then later put out an updated version compiled with 3.3.1 (or whatever the number will be), if multi-threading is addressed between these versions, is that likely to invalidate players' savegames from 3.3.0?
As of current state there's no difference in how game is saved. There could be other reasons why savedgame format may change, but there's always a way to convert saves either at runtime or with a stand-alone utility.
#11055
Hmm, no, this plugin has completely different set of commands, nothing with "IRC".

E: I see how I can shutdown the socket ran as "host", and I see how I can disconnect client being the client, but I do not see how to drop client connection when being the host (i.e. "kick" another player from the game). Or maybe I am missing something.
#11056
Maybe, I am just getting bit worried when people have problems like that when finishing their games.

BTW, dump file will be called "CrashInfo.3.3.0.1146.dmp" (even though there's no crash, AGS just uses that name by default).
#11057
Sorry, I was busy lately...

@Radiant: I made another build which writes dumps when "out of memory" error occurs, please use it.
The dump will be written in the folder with game exe (or maybe your project folder, if you run from editor):
http://www.mediafire.com/download/930wuikbjj8zzh5/acwin.exe
I should also note that I am not sure this is because of "slowly filling memory". The large number you posted (903224498 bytes) is not total bytes the program allocated, it is the one-time growth it tried to get. Meaning, there was something that occasionally requested about 1 GB of mem. I suspect this is simply some arithmetic error or memory corruption, like buffer overflow, that caused this number to be used.


Regarding threaded audio and proper scaled display issues. Both will require more work. Custom resolutions are WIP, and not tested with ports yet, and will probably require updating OpenGL driver for consistency (which seem to be WIP on its own), and rewriting winsetup.
Don't know much about threaded audio, that might be not difficult, but still require rewriting parts of logic, and threading is a pretty delicate area.
We need to have some decision on whether to delay 3.3.0 until these are done, or wait until future update, like 3.3.1 (which may be commenced being developed before final 3.3.0 release in a parallel branch). In any case I strongly reject idea to put any more "quick fixes" in the code, not only because it's generally bad, but also because this becomes annoying: for all these will be substituted in the not so far future anyway, and it feels like plugging holes in the ship while there's definitely a new ship planned to be built soon (lol, I guess you can get what I mean).
#11059
Unfortunately we do not have a proper option in the editor for this right now.
But you can manually cut the Windows binary from the compiled game using some tool, like hex editor, or maybe writing a small and simple program (I think most linux users can do that :=).
You will then have a raw game data, which you may rename to, e.g., "mygame.ags", and distribute with linux engine executable you compiled.

There are details in several threads now, this, for instance:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=46152.msg636445497#msg636445497
#11060
Quote from: Ascovel on Mon 04/11/2013 21:15:48
Alas, supposedly 720p is low res for indie adventure games in 2013 :~(

http://www.rockpapershotgun.com/2013/11/04/wot-i-think-lilly-looking-through/

Quote from: Knox on Tue 05/11/2013 03:45:43
Man that's a downer! :cry:

Erm... you guys can't be serious. This is irony, right?
SMF spam blocked by CleanTalk