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Messages - Crimson Wizard

#11101
Works with 3.3.0 beta (dkh's demo script).

I think I will try making a simple multiplayer game with this.
#11102
Still happening. On one occasion this happened when I was replacing (pasting over) all text in script by clipboard contents (so that it had to first delete all contents, I guess)

This is not an exception, but an internal Scintilla's "assertion".
The stack trace:
Spoiler

Quote
>   AGS.Native.dll!Platform::Assert(char* c = 0x10133EB4, char* file = 0x10133E98, int line = 1932) Line 2131   C++
   AGS.Native.dll!Editor::LayoutLine(int line = 1, Surface* surface = 0x0731C3A8, ViewStyle& vstyle = {...}, LineLayout* ll = 0x0732CC68, int width = 134217727) Line 1933   C++
   AGS.Native.dll!Editor::Paint(Surface* surfaceWindow = 0x0732C2A8, PRectangle rcArea = {...}) Line 2899   C++
   AGS.Native.dll!ScintillaWin::WndPaint(unsigned int wParam = 0) Line 440   C++
   AGS.Native.dll!ScintillaWin::WndProc(unsigned int iMessage = 15, unsigned int wParam = 0, int lParam = 0) Line 553 + 0xf bytes   C++
   [External Code]   
   AGS.Native.dll!ScintillaWin::SWndProc(HWND__* hWnd = 0x002007B6, unsigned int iMessage = 15, unsigned int wParam = 0, int lParam = 0) Line 2379 + 0x27 bytes   C++
   [Frames below may be incorrect and/or missing, no symbols loaded for mscorwks.dll]   
   [External Code]   
   AGS.Controls.dll!Scintilla.ScintillaControl.WndProc(ref System.Windows.Forms.Message m = {msg=0xf (WM_PAINT) hwnd=0x2007b6 wparam=0x0 lparam=0x0 result=0x0}) Line 648 + 0xb bytes   C#
   [External Code]   
   user32.dll!766062fa()    
   user32.dll!76606d3a()    
   user32.dll!76606ce9()    
   user32.dll!76618336()    
   AGSEditor.exe!AGS.Editor.DockingContainer.Refresh() Line 31 + 0x8 bytes   C#
   AGSEditor.exe!AGS.Editor.TabbedDocumentManager.DocumentTitlesChanged() Line 108 + 0x40 bytes   C#
   AGSEditor.exe!AGS.Editor.frmMain.DocumentTitlesChanged() Line 257 + 0x10 bytes   C#
   AGSEditor.exe!AGS.Editor.GUIController.DocumentTitlesChanged() Line 449 + 0xd bytes   C#
   AGSEditor.exe!AGS.Editor.Components.BaseComponentWithScripts<AGS.Types.ScriptAndHeader,AGS.Types.ScriptFolder>.UpdateScriptWindowTitle(AGS.Editor.ScriptEditor editor = {AGS.Editor.ScriptEditor}) Line 79 + 0xd bytes   C#
   AGSEditor.exe!AGS.Editor.Components.BaseComponentWithScripts<AGS.Types.ScriptAndHeader,AGS.Types.ScriptFolder>.ScriptEditor_IsModifiedChanged(object sender = {AGS.Editor.ScriptEditor}, System.EventArgs e = null) Line 53 + 0xb bytes   C#
   AGSEditor.exe!AGS.Editor.ScriptEditor.scintilla_IsModifiedChanged(object sender = {Scintilla.ScintillaControl}, System.EventArgs e = null) Line 746 + 0x1d bytes   C#
   AGSEditor.exe!AGS.Editor.ScintillaWrapper.OnSavePointLeft(object sender = {Scintilla.ScintillaControl}, System.EventArgs e = null) Line 687 + 0x1d bytes   C#
   AGS.Controls.dll!Scintilla.ScintillaControl.DispatchScintillaEvent(Scintilla.SCNotification notification = {Scintilla.SCNotification}) Line 567 + 0x1f bytes   C#
   AGS.Controls.dll!Scintilla.ScintillaControl.WndProc(ref System.Windows.Forms.Message m = {msg=0x204e (WM_REFLECT + WM_NOTIFY) hwnd=0x2007b6 wparam=0x2007b6 lparam=0x6bc698 result=0x0}) Line 659 + 0x49 bytes   C#
   [External Code]   
   user32.dll!766062fa()    
   user32.dll!76606d3a()    
   user32.dll!76606ce9()    
   user32.dll!76606de8()    
   user32.dll!76606e44()    
   ntdll.dll!77b2010a()    
   user32.dll!766072b9()    
   user32.dll!7661216b()    
   user32.dll!766062fa()    
   user32.dll!76606d3a()    
   user32.dll!76606ce9()    
   user32.dll!76606de8()    
   AGS.Native.dll!SendMessage(HWND__* hWnd = 0x00140644, unsigned int Msg = 78, unsigned int wParam = 2099126, int lParam = 7063192) Line 3251 + 0x11 bytes   C++
   AGS.Native.dll!ScintillaWin::NotifyParent(SCNotification scn = {...}) Line 1163 + 0x4d bytes   C++
   [External Code]   
   AGS.Native.dll!Editor::NotifySavePoint(bool isSavePoint = false) Line 3612   C++
   AGS.Native.dll!Editor::NotifySavePoint(Document* document = 0x073264A8, void* userData = <undefined value>, bool atSavePoint = false) Line 3719   C++
   [External Code]   
   AGS.Native.dll!Document::NotifySavePoint(bool atSavePoint = false) Line 1406 + 0x57 bytes   C++
   AGS.Native.dll!Document::DeleteChars(int pos = 0, int len = 22) Line 386   C++
   AGS.Native.dll!Editor::ClearSelection() Line 3412 + 0x1a bytes   C++
   AGS.Native.dll!Editor::Clear() Line 3513   C++
   AGS.Native.dll!Editor::WndProc(unsigned int iMessage = 2180, unsigned int wParam = 0, int lParam = 0) Line 5760   C++
   AGS.Native.dll!ScintillaBase::WndProc(unsigned int iMessage = 2180, unsigned int wParam = 0, int lParam = 0) Line 724 + 0x12 bytes   C++
   AGS.Native.dll!ScintillaWin::WndProc(unsigned int iMessage = 2180, unsigned int wParam = 0, int lParam = 0) Line 954 + 0x18 bytes   C++
   [External Code]   
   AGS.Native.dll!Editor::KeyDown(int key = 308, bool shift = false, bool ctrl = false, bool alt = false, bool* consumed = 0x07320368) Line 4620 + 0x25 bytes   C++
   AGS.Native.dll!ScintillaWin::WndProc(unsigned int iMessage = 256, unsigned int wParam = 46, int lParam = 22216705) Line 751 + 0x7b bytes   C++
   [External Code]   
   AGS.Native.dll!ScintillaWin::SWndProc(HWND__* hWnd = 0x002007B6, unsigned int iMessage = 256, unsigned int wParam = 46, int lParam = 22216705) Line 2379 + 0x27 bytes   C++
   [External Code]   
   AGS.Controls.dll!Scintilla.ScintillaControl.WndProc(ref System.Windows.Forms.Message m = {msg=0x100 (WM_KEYDOWN) hwnd=0x2007b6 wparam=0x2e lparam=0x1530001 result=0x0}) Line 648 + 0xb bytes   C#
   [External Code]   
   AGSEditor.exe!AGS.Editor.GUIController.StartGUI(string[] commandLineArguments = {string[0]}) Line 1403 + 0xb bytes   C#
   AGSEditor.exe!AGS.Editor.ApplicationController.StartGUI(string[] commandLineArguments = {string[0]}) Line 123 + 0x10 bytes   C#
   AGSEditor.exe!AGS.Editor.Program.RunApplication(string[] args = {string[0]}) Line 55 + 0x10 bytes   C#
   AGSEditor.exe!AGS.Editor.Program.Main(string[] args = {string[0]}) Line 23 + 0x8 bytes   C#

[close]

The assertion that fails in Editor::LayoutLine (Editor.cxx):
Code: cpp

PLATFORM_ASSERT(line < pdoc->LinesTotal());

line = 1,
pdoc->LinesTotal() returns 1

I suspect there's a mistake in logic somewhere.
#11103
Also, if by "animations" you mean moving/walking character, then you can use "Character.Moving" property, for example:

Code: ags

cEagle.Move(800, 400, eNoBlock, eAnywhere);
while (cEagle.Moving)
{
   // keep looping while eagle is moving;
   // calling "Wait" here actually lets the game do other stuff on background
   Wait(1);
}
cEagle.Walk(300, 300, eNoBlock, eAnywhere);


What solution to use depends on what you want to achieve, of course.
#11105
Minor editor bug: the Output log is not cleared when you load another project.
#11106
Very smooth movements, indeed, that's the first thing I noted in the video.
#11107
Editor Development / Re: [Feature request]
Fri 25/10/2013 14:48:15
I guess this might still be ok to post requests on forums like this, one thing though, there is a bug/request tracker:
http://www.adventuregamestudio.co.uk/forums/index.php?action=projects

Please check that first, just to decrease number of duplicated requests.


Quote from: TMuh on Fri 25/10/2013 14:35:20
-I have also thought that there should be SayAtBackground function (It would be like SayAt but non-blocking.). For small sprited characters text placement might not be so optimal by default. Other thing would be to add block/dont block option to SayAt function.
There might be sense to have extra function, but for now you may use SayBackground: it returns a pointer to Overlay object, that you may reposition.
http://www.adventuregamestudio.co.uk/wiki/Character_functions_and_properties#Character.SayBackground
http://www.adventuregamestudio.co.uk/wiki/Overlay_functions_and_properties#Overlay.X

E: fixed grammar
#11108
It is "resonant" which is adjective, and "resonate" is a verb (to resonate).


And "Resonance" which is the AGS game :=
#11109
While you are at this, I would suggest reimplementing UPDATE_MP3 and UPDATE_MP3_THREAD macros as functions (not sure there's a necessity of explicitly making them inline).

(Well, I can do that myself if you do not want to touch these parts)
#11110
To put this simply: everything should be fine. :)

The only difference in behavior would be when you import 2.72 project into 3.+: the Sierra speech will start using global speech delay setting (therefore your code from ATOTK and HQ3 will work properly in 3.+).
#11111
Quote from: Adeel S. Ahmed on Thu 24/10/2013 10:15:30
E: When I saw that CW had posted in The Picture Thread. Before opening it, I thought the wizard had revealed himself. 8-0

I did few years ago :)
http://www.adventuregamestudio.co.uk/forums/index.php?topic=16004.msg546641#msg546641
#11112
Yes, indeed, simple wrapper that locks mutex object in constructor, and unlocks in destructor, this will be useful. I had similar thoughts when I saw that some mutex-protected functions exit prematurely on error.
#11113
Now I actually realized that slasher and barefoot might be the same person :). They both have almost identical personal info in the profiles, and slasher registered few months after barefoot stopped visiting forums. So, probably, the forum user just forgot password to old profile, or something like that.

I hope I do not cause any trouble by mentioning this? :P
#11114
Quote from: TMuh on Tue 22/10/2013 12:00:33
Ok, I edited this useless topic to ask another question. How I can change the script editor's background color? In my mom's laptop I changed it to black long time ago but now i cant remember how it was done.
Current version of the editor does not allow to change background color.
You've probably used Alan v. Drake's Draconian Edition (which is a special version with dark theme).
#11115
Small update: http://www.mediafire.com/download/5lo3pj0ntbqr6da/acwin.exe
Changed the look of "max" filter, and this should be there too:
Quote from: Radiant on Wed 23/10/2013 10:35:45
Possibly include script name in NewRoom/Cutscene error messages,

I might as well say this: I fear some people will certainly ask why there's no "max anti-aliased filter" or "max hqx filter". The answer is that in order to implement nicely customizable selection properly I'd had to rewrite quite a few things there. ATM I added this option with quick hack, and I cannot make myself do more similar hacks, this literally hurts me :(.
So, other time maybe. (Then again, with free resolution selection many things will change anyway)


Quote from: Radiant on Wed 23/10/2013 10:35:45
and it would be nice if "SetGameOption(OPT_OLDTALKANIMSPD, 0)" worked in the code,
After monkey_05_06's changes this will be Speech.UseGlobalSpeechAnimationDelay (true/false) and Speech.GlobalSpeechAnimationDelay (value).
E: Although I wonder why would you need to change that at runtime? Some kind of user option?
#11116
General Discussion / Re: GTA V
Wed 23/10/2013 08:46:15
I am judging only by game videos on youtube, but I am coming to conclusion that Trevor is a personification of an average GTA player :D

Seriously, this is the first playable character, since GTA3 at least, who genuinely fits in the gameplay. You can barely imagine Michael or Franklin (or any other previous GTA character) do all the crazy stuff people usually do in GTA, but Trevor looks natural regardless of how insane it is.

If we continue this sort of comparison, than Michael is a former GTA player who was going to stop playing those mindless video games and spend time on a family, but he is so hooked, that something drags him back all the time.
Yet, he wants to do things seriously and well-planned, while Trevor is a "player" who "plays" for fun. Hence the conflict.

I kind of suspect that Rockstar trolls its users, in a way :).
#11117
Quote from: Knox on Wed 23/10/2013 04:15:14
Quote from: Crimson Wizard on Tue 22/10/2013 22:22:24
@Knox: it is in the code, but not in beta 8.

Ah gotcha! :-[

No problem, I should have been more clear actually.


Uhh, I need to gather all known problems. This is what I remember:
1) Re-ordered dialogs mess up the option-answer links.
2) SetMusicMasterVolume does not allow to set real volume of 0.
3) Blinking of the script window in the editor which happens when asteriks is being put or removed from the pane title to notify of existing/none unsaved modifications. For some reason Tzachs could not reproduce this, although I see it clearly at all times. Can anyone else confirm this is happening?
4) Couple of bugs posted in the tracker recently (broken compatibility with existing games).

Anything else?
#11118
I am afraid I won't be much help here, but two questions that naturally come to mind:
1) have you tried running the games on Windows with the recent engine?
2) have you tried disabling threaded audio to see the difference? I belive it should be "[sound]"-"threaded" option in "android.cfg".

There's also a newer sound cache system, although AFAIK it should not be used for voice files. It is controlled by "[sound]"-"cache_size" parameter.

BTW, unlike music and sounds, that are loaded fully into memory, voice files are streamed: read part by part from the data file (in callback). Maybe that is related somehow. Is it possible to test game(s) with different types of sound off, like all sounds off (in config), only music on, only voice on?

I recall only one crash related to audio, that happened when the game was actually aborted intentionally by the engine due error in script, while music was playing in background.
#11119
Quote from: Radiant on Tue 22/10/2013 22:33:45
Out of curiosity, would it be hard for this "max" scaling in windowed mode to maximize the window (so it covers the entire screen) and have a black border around the game area?
It is possible with custom display branch: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47344.msg636462609#msg636462609
It is not finished properly yet.
There are too many things I started and I could not find time to get them all together.
That's really annoying... :~(
#11120
@Knox: it is in the code, but not in beta 8.
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