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

#11201
Quote from: monkey_05_06 on Sun 06/10/2013 21:07:05
There have been some builds that allow editable runtime properties that would deprecate this module. I'm not certain if that's been incorporated into the 3.3.0 betas or not.
No, it was in 3.4.0 alpha only. That required changing savedgame format, and back then I was trying to keep format compatible with 3.2.1 in 3.3.0 branch... Now I am not sure it was so wise actually. Well, I seem to fail at planning.
#11202
Quote from: monkey_05_06 on Sun 06/10/2013 20:58:40Would it be possible to also draw an anti-aliased TTF font against a completely transparent background? That was one feature that I would like...working around it is terrible.
Hmm, you can already do that in AGS: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.msg636469376#msg636469376
The problem arises when you draw AA TTF fonts over translucent surface.


Quote from: monkey_05_06 on Sun 06/10/2013 20:58:40
I can't wait for the release of that game CW! 8-)
lol, game?
Hmm... (roll) hmmmmmm.........
#11203
Quote from: AGD2 on Sun 06/10/2013 20:28:23
Crimson Wizard, was anything ever looked into regarding the issue with Pamela lip-syncing not working with speech files when multithreaded audio is enabled?

If not, could you make multithreading an option which the game developer can set? I have over 5,000 lip-synched lines and the multithreading murders every one of them. :~(

Err... I wasn't aware of this at all (also I never tested nor played a game with Pamela lip-sync, so I vaguely know how this works).
Audio multithreading was originally made for some of the mobile ports to speed them up a bit. I guess this lipsync incompatibility was overlooked.
Yes, I guess it would be proper to add such setting, since it breaks things.
#11204
Quote from: Radiant on Sun 06/10/2013 19:27:59
Thank you very much. Could you perhaps advice us on thw Win8 music issue please?
Audio is a part of AGS I did not investigate much yet.
Here I built an engine version with multithreaded audio disabled:
http://www.mediafire.com/download/f8gfo28hf1fzdka/acwin_no_threaded_audio.zip
Perhaps you could try to use it instead and see if that changes anything.
#11205
I think the answer is in your question:

Quote from: Adeel S. Ahmed on Sun 06/10/2013 19:11:28
My character name is cMom. I wanted to add voice speech for this character. I read the manual and followed its instructions. I copied my voice clip (.mp3 file) in the game's Speech Folder and named it MOM01 (faithfully similar to the manual entry).

(in room 6): Speech load failure: '~speech.vox~Mom1.mp3'  ---- when I were using A.

(in room 6): Speech load failure: '~speech.vox~Mom8.mp3'  ---- when I used B.

AFAIK there should not be any preceding 0's in filenames. Also, you do not have to put 0's in the speech lines as well:
Code: ags

cMom.Say("&01 ");
// this should have same result:
cMom.Say("&1 ");


E: Just a guess: maybe you misinterpreted example from manual:
Quoteego: &10 "Hi! How are you?"
david: &7 "I'm fine."

This would play EGO10.WAV with the first line, and DAVI7.WAV with the second

In EGO10.WAV - the third symbol is O (letter), not 0 (digit).
#11206
Quote from: Radiant on Sun 06/10/2013 18:57:11
And we've got a crash.

Oops.
Fixed acwin.exe:
http://www.mediafire.com/download/9cxx8j4x7eg1g5v/acwin.exe

There will be Beta 9 in a short while, with few more additions.
#11207
Quote from: Knox on Wed 02/10/2013 17:11:10
Yep, that's what I meant. I have semi-transparent shadows under the text window (so the corners and sides have semi-transparent shadows, the center is opaque).

Did that; and also added "HasAlphaChannel" property to DialogOptionsRenderingInfo class, so that custom options rendering could have alpha sprites:

Spoiler


[close]
Spoiler


[close]
#11208
General Discussion / Re: GTA V
Sun 06/10/2013 14:29:48
After watching some "funny" GtaV videos:

- you can have electroshokker;
- you can use fuel canister to spill fuel and then ignite;
- you can fly the blimp;
- you can drive bulldozer;

Heheheh, I want this game :)
#11209
Quote from: DjCzermino on Sun 06/10/2013 12:35:18
What I have to put to this folder?  Whole game or compiled EXE ?

Same as with running the game on Windows, you need all relevant files.
If we are speaking about game that you have created, it is usually all files that appear in "Compiled" folder after you command to build the game in the Editor.
If we are speaking about other people's games that you've downloaded: if it was a common archive (zip or else), just copy all the contents of the package; if it was an installation program, install the game, then copy everything from the place where you installed it.
#11210
Advanced Technical Forum / Re: Music jitter
Sat 05/10/2013 12:59:51
Quote from: Radiant on Sat 05/10/2013 11:09:37
Incidentally, doesn't AGS also load sprites from its own executable?
Err... yes, it does.

You may set "Compiler -> Split resource files into chunks" option to decrease amount of things attached to exe.
#11211
Quote from: Adeel S. Ahmed on Fri 04/10/2013 19:38:41
CW, my first name is Adeel. So, I would really appreciate it if you call me by my first name :).
Oops, really sorry about that. I probably mistyped or something. (Also I knew a guy whose name was Ahmet, so I, err... well)

Quote from: Adeel S. Ahmed on Fri 04/10/2013 19:38:41
I also believe that you know the answer of this riddle but you're teasing all of us (laugh).
No, I just saw you guessed "overy egg" and suddenly thought the real answer is "egg". ;)
#11212
Ahmed, you are so close, I think. :)

Egg? Just egg.
#11213
Quote from: monkey_05_06 on Fri 04/10/2013 15:47:52
Hey Knox, just so you don't think you're being ignored, Radiant recently reported the same error. It seems it was related to a bug in Allegro. I'm not actually clear if the fix has been pushed to the latest versions or not. Better to check with CW or JJS on that.
JJS made a separate branch with updated libs in his personal repository, but I forgot to check that.
Also, I am still unaware of how safe it would be to switch to newer lib. I remember CJ mentioned making hacks in the Allegro code to make something work differently. Call me paranoid... but I don't like to do this while trying to make a final 3.3.0 release.
To put this straight, I'd vote to make a stable 3.3.0 release first, and update library later.
#11214
Quote from: monkey_05_06 on Fri 04/10/2013 15:39:25
Maybe they could use a hex editor to append (rather, "prepend") acwin.exe onto a copy of ac2game.dat and see if the launcher finds and runs that?
Maybe... the engine does not care what is prepended to file it was pointes to, all it needs is to find certain tags at the beginning or at the end of file.

I do not know why JJS did the launcher this way. Unless Android imposes restrictions on what actions can Java program do with binary files in the game's folder, the better way would be to just do same checks: there must be either "CLIB" at file's start, or "CLIB\x1\x2\x3\x4SIGE" at the end.
(FYI: what is '\x' character in C-string)


PS. In hex :)
Start:  43 4C 49 42
End:    43 4C 49 42 01 02 03 04 53 49 47 45
#11215
GetBackBuffer() - is a function in the engine's C++ code? Hmm, maybe not, nevermind.
#11216
Advanced Technical Forum / Re: Music jitter
Fri 04/10/2013 14:44:23
Quote from: Radiant on Fri 04/10/2013 14:37:57
Is there a reason why sound clips are in the EXE? I would expect them to be in Audio.Vox.
Frankly, no idea.
#11217
Advanced Technical Forum / Re: Music jitter
Fri 04/10/2013 14:32:53
EDIT: removed, it was silly (and not true).

Also, I just remembered there was an issue with slow sound loading related to antivirus. Since AGS has all its data in exe (by default) it accesses its own exe every time it needs to open a sound clip. And antivirus does not like it, and continiously tests the process.
#11218
To clarify, is it the launcher or the engine that found them?

Engine efficiently detects if the file contains AGS data, either stand-alone or attached to exe.
I am not sure if Android launcher does the same. I think it checks whether the file contains traces of being originally created as "acwin.exe" (and to check that it requires the file to have PE header).

Thing is, I suspect that in the sektor666's situation the launcher cannot detect the real game data (ac2game.dat) because it had its executable part cut off, and, although it detects another file (2mb exe) and lets to run it, the engine cannot use that file, because it does not actually have a game data inside.
#11219
Hmmm.... what about Child? (wtf)
#11220
Quote from: monkey_05_06 on Fri 04/10/2013 12:58:41
Is it possible that the original EXEs had some form of DRM or something applied? Of course... whether with or without the Windows executable attached, the Android engine is still capable of finding the games.
Can it? I thought it was looking for PE signature at the file's header?
Look for "isAgsDatafile" in the port's code.
SMF spam blocked by CleanTalk