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Messages - Crimson Wizard

#11121
Quote from: Khris on Tue 22/10/2013 21:22:43
I have never experienced additonal lag when opening a big exe file.
Heh, I have. The old version of my antivirus (Dr. Web) literally froze computer for 10 minutes when I tried to run "Downfall" (it was about 800 megs, IIRC).
#11122
Quote from: Alan v.Drake on Tue 22/10/2013 21:07:06
Quote from: Crimson Wizard on Tue 22/10/2013 19:01:58
On other hand, it may happen that windowed mode supports higher scaling than fullscreen.
For example, my display is 1680x1050, it can run 320x200 game on 1600x1000 (x5 filter) in window, but only 1280x800 (x4 filter) fullscreen.

Because you have to manually add that resolution to your drivers, I too have a 1680x1050 panel and my monitor sends an EDID to the drivers that lacks other obvious resolutions like 1440x900 and so on.
As soon as the resolution is available AGS should be able to use it.

- Alan
My driver does not support 1600x1000. (which is 320x200 multiplied by 5).
#11123
Quote from: Radiant on Tue 22/10/2013 19:26:08
I'm curious if this option gives a nearest neighbor filter or some other kind of filter? And I think it would be better placed near the top (directly below "none") because it's a sensible default and not "the next step beyond 8x scaling". For that matter it may be clearer to split this into two pulldowns: one for the filter (none/NN/AA/H2x) and one for the scaling (max/1/2/3/4...).
No, I can't split it into two popups right now, because the filters list is created by the engine literally as it is shown there... there's no "filter type" thing, only NNx2, NNx3, etc. Maybe we could get to this later, with the custom resolutions.

Quote from: Radiant on Tue 22/10/2013 19:26:08
By the way, you mentioned in another thread that certain options in winsetup don't actually do anything in the engine code, because they're either obsolete or not implemented. I believe it would be a good idea to hide or disable those.
Not really, I mean that few things that are automatically written to "acsetup.cfg" are not used, at least not by Windows version. Everything what is on winsetup dialog is used.

Quote from: Radiant on Tue 22/10/2013 19:26:08
Finally, I'm curious what the status is of the SetMusicVolume fix you mentioned earlier? It's not crucial or anything but I'd just like to know.
Whoops. I forgot about that. I recall I wasn't very sure what to fix there exactly, I need to look into that again.
#11124
I want to mention just in case that anti-aliased TTF fonts seem to work pretty badly with outlines.
#11125
Engine with proper support for automatic scaling selection (now should not cause troubles by choosing unsupported fullscreen mode):
http://www.mediafire.com/download/dpb4uve382detl0/acwin.exe
(no, this is not custom resolutions)

Please, test, and tell if that works for you.

How does it work: define filter id as "max" (case insensitive) in config manually
Code: ags

[misc]
gfxfilter=max

or select "Maximal supported" in the filter list in winsetup.

When game is run, engine should choose maximal scaling filter that is supported by your graphic card / renderer mode. In windowed mode the scaling will not make window larger than your current desktop (in fullscreen it actually may).
On other hand, it may happen that windowed mode supports higher scaling than fullscreen.
For example, my display is 1680x1050, it can run 320x200 game on 1600x1000 (x5 filter) in window, but only 1280x800 (x4 filter) fullscreen.
#11126
Quote from: monkey_05_06 on Tue 22/10/2013 08:17:59
Quote from: Crimson Wizard on Mon 21/10/2013 21:56:51
Quote from: monkey_05_06 on Mon 21/10/2013 21:47:41
The Android engine is pretty badly bugged right now, with it silently crashing all the time. If that can be sorted out, then should that be included in the 3.3.0 release?
Yes, this branch is for bug fixes.

BTW, it is important to know if all ports compile and run properly.

I realized this may have conveyed the wrong tone on my part. To clarify, I've had several people report this silent crashing to me, from both the existing launcher APK builds and my stand-alone APK builds. Recent signs point toward the multithreaded audio, but I haven't been able to really pinpoint it (granted, I know nothing about multithreaded programming).
Not sure I understand what's wrong was about tone conveyance :P. IMO the ports should at least run games created with latest editor version, so it is equally important to test & fix them all.

Regarding the multithreading, there are different sort of errors: 1) errors due improper use of shared resources (this may lead to crashes); 2) errors due desynchronization or incorrect implementation of the working process (this may lead to sound stutter and similar weirdities); also 3) deadlocks.

Threaded audio is enabled on all mobile ports (Android, iOS, PSP) by default, but can be disabled in config.
On other hand, as far as I undestand this, it may speed things up on these platforms (especially PSP).

By the way, are these bug reports kept someone?
#11127
Quote from: Knox on Tue 22/10/2013 01:21:12
Will transparency on text window make the cut?
It is already there.
#11128
Quote from: monkey_05_06 on Mon 21/10/2013 21:47:41
The Android engine is pretty badly bugged right now, with it silently crashing all the time. If that can be sorted out, then should that be included in the 3.3.0 release?
Yes, this branch is for bug fixes.

BTW, it is important to know if all ports compile and run properly.
#11129
General Discussion / Re: GTA V
Mon 21/10/2013 21:26:20
Should not those be AGS related? :)
#11130
Ok, I made a branch specially for 3.3.0 release.
I think we should activate, how people call it, "feature freeze policy" for this branch.
The only exception may be implementing automatic scaling option in winsetup... although that's not a new feature, but a continuation of existing one. BTW the one we have currently works normally only for window mode, that should be fixed.


If someone wants to continue developing new features: fork a separate branch either from "master" or "release-3.3.0" (e.g. "feature_mynewfeatures"), preferably in the private repository. On other hand, you may consider continuing from the "develop" branch... the only problem would be that it is currently way behind in the sense of bugfixes compared to 3.3.0, and need to be updated as soon as 3.3.0 is ok.
#11131
Radiant, I am afraid I will not be able to implement AnimationStopTimeMargin working for voice right now.
When AGS plays voice it does not load whole clip at a time, but reads it part by part (streaming), therefore the full clip's length is not known at the moment of play start.
There might be a solution to this, but this will require redesigning audio system (for example, storing some information on sound clip separately in the game data), which I would not want to do right now.
#11132
Quote from: TMuh on Sun 20/10/2013 22:13:20
Would the plugin make it faster somehow or is it just for saving coding time?
No, that definitely won't save code time (on other hand that may not be too long to create one, if you can program C++).
Regarding speed: since plugins will execute a real machine code, not script, it will be generally faster in all cases, but the question usually is: does it worth it?
If you are satisifed with the results you've got in script, you may as well stick to that.
#11133
There's something I do not know; can anyone tell, if the LipSync working along with Voice? If yes, what happens if text runs out, but voice still playing?
#11134
I think drawing surface would be fastest of what AGS script allows, because using objects, characters or gui controls for such purpose will add a lot of unnecessary calculations (and using lots of memory).

On other hand, dealing with that amount of things from script can be slow anyway. You may, perhaps, consider using/making a particles plugin.
#11135
Well, I tried this:
room1.asc:
Code: ags

function room_AfterFadeIn()
{ 
  StartCutscene(eSkipESCOnly);
  player.ChangeRoom(2);
}

room2.asc:
Code: ags

function room_AfterFadeIn()
{ 
  StartCutscene(eSkipESCOnly);
}

And that displays correct line number.
Maybe there's something else...

BTW, I seem to have forgotten other scripts may be called during cutscene. I'll see if I can add script name to the message.
#11136
Quote from: Radiant on Sun 20/10/2013 09:52:56
Quote from: Radiant on Mon 07/10/2013 10:31:19

  • Starting cutscene while already in a cutscene. I get the line number of the new cutscene, but it would be great to have the line number of the first one (because that's generally where the error is - a missing EndCutscene call). The same applies to NewRoom while a new room is already triggered in the same script cycle
I'm afraid this one doesn't work; it reports "previously started at line 0".

Can you give more details, like where the StartCutscene calls are located?
#11137
AFAIK these riddles are from medieval fantasy game :)

That should be some really simple thing. Maybe a metaphore.

(no, I can't guess what it is... yet)
#11138
I think 2. is
Spoiler
Fog
[close]
#11139
I wish to know what happened to ShattenReyze, and its "guitar hero" minigame :).
(A pity Abstauber's website is usually down)
#11140
3. Spurs
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