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

#11301
The Rumpus Room / Re: *Guess the Movie Title*
Tue 24/09/2013 11:52:56
Vincent!
Mwahahahaha! :D


...damn, I did not want to, but it's too late now.

Right, the connection is that... umm... the main character reads Poe a lot.
E: Lol, and the fact that he has the same name as one of the actors in the previous move.


Okay, here's the next one with connection to previous one:
#11302
The Rumpus Room / Re: *Guess the Movie Title*
Tue 24/09/2013 11:45:15
Quote from: Ben X on Tue 24/09/2013 11:41:07
We're allowed to Google search, right? Just not image search?
No idea. Are there rules in this thread? :)
#11303
The Rumpus Room / Re: *Guess the Movie Title*
Tue 24/09/2013 11:37:42
Quote from: Ben X on Tue 24/09/2013 11:34:10
Googling "Vincent Price blond" leads me to... Fall Of The House Of Usher.

Cheater!
But this is indeed correct.
#11304
Quote from: cat on Sat 14/09/2013 14:36:52
Looks like the widths of the columns in the Output window cannot be changed. I had to copy the text to the clipboard to be able to read the text. Same goes for findresults.

Interesting; when the ListView is on docked panel, its column header becomes invisible. When I drag them and make them floating windows, the column header reappears and I can change column widths.

E: On further investigation I found that every dockable window has an extra margin at the top. It looks like it is left for the dragging "handle". Output and Find Results windows don't have these margins, and the dragging handle simply covers the column headers. Should be easy to fix, I guess.

EE: I wonder, though, why do Weifen Luo's docking panels require a premade padding? MSVS docking panels, for instance, do not require any preserved space, they seem to increase panel's size and add a drag handle similarly how window title is added.

EEE: Found a minor bug with "Find Usage" command: http://www.adventuregamestudio.co.uk/forums/index.php?issue=431.0
#11305
Quote from: Ponch on Tue 24/09/2013 03:02:38
That's the problem with you kids today. Back when I was young, we did kinky things for the fun of it. And we never involved lawyers. :=

Whan I was a kid I drew lots of "furries" for fun. Lol. But these were not kinky in any way. I doubt I knew what "kinky" is at that time. (roll)
#11306
The Rumpus Room / Re: Name the Game
Mon 23/09/2013 18:36:32
Sorry, for the delay, here's next:

[imgzoom]http://img14.imageshack.us/img14/9524/1kjg.png[/imgzoom]

(I think it was slightly damaged by being upscaled and then down-scaled, so image may appear a bit blurry; that's a mistake on my side)
#11307
Quote from: KNOX on Mon 23/09/2013 17:59:58
By the way, is there a reason why loading many sprites in the editor makes it slow in the view editor, and why large rooms are really laggy in the room editor? Other than making smaller rooms/less sprites per view (or having a nuclear-powered pc), is there another way to make it "faster" in the editor?
Because the drawing in Editor is very non-optimized. I guess that is because it was rarely an issue at the time being, so CJ did not bother.
This may and should be improved at some point.
#11308
The Rumpus Room / Re: *Guess the Movie Title*
Mon 23/09/2013 17:52:46
No, it is not Dracula.
Probably paintings were distracting, so here's something more important and relevant to the plot.
(But this one will be the last screenshot clue)

Spoiler
[close]


Err... wait, this is really not Dracula :D.
#11309
On some occasions, when running Editor in debug mode, I am being notified about assertions in Scintilla component.
This usually occurs when I open a script, select several lines, and hit Delete key.

For example:
Quote
Assertion [line < pdoc->LinesTotal()] failed at ..\scintilla\src\Editor.cxx 1932
Quote
Assertion [useCount == 0] failed at ..\scintilla\src\Editor.cxx 217

The raised assertion causes program to abort, which is pretty annoying; this does not happen in release version though.

Strange thing is that sometimes I can reproduce this over and over by quiting without save, reloading the project and repeating the action.
Then, at some point it stops reproducing...
Any thoughts anyone?
#11310
Well, the solution opens automatically any way, because that's how MSVS works, since 2003th version, I think.

It is no big deal, but still very strange.

These are the errors I am getting when building acwin.vcproj right after checkout, related to missing include paths:
Spoiler

Quote
1>------ Build started: Project: acwin, Configuration: DebugWorking Win32 ------
1>Compiling...
1>adexfilters.cpp
1>.\libsrc\adexfilters\adexfilters.cpp(15) : fatal error C1083: Cannot open include file: 'allegro.h': No such file or directory
1>hq2x3x.cpp
1>sprcache.cpp
1>d:\projects\ags\draconian\common\wgt2allg.h(30) : fatal error C1083: Cannot open include file: 'allegro.h': No such file or directory
1>scrptrt.cpp
1>.\scrptrt.cpp(22) : fatal error C1083: Cannot open include file: 'wgt2allg.h': No such file or directory
1>routefnd.cpp
1>.\routefnd.cpp(15) : fatal error C1083: Cannot open include file: 'wgt2allg.h': No such file or directory
1>MOUSEW32.CPP
1>d:\projects\ags\draconian\common\wgt2allg.h(30) : fatal error C1083: Cannot open include file: 'allegro.h': No such file or directory
1>misc.cpp
1>.\misc.cpp(30) : fatal error C1083: Cannot open include file: 'allegro.h': No such file or directory
1>lzw.cpp
1>CSRUN.CPP
1>cscommon.cpp
1>compress.cpp
1>d:\projects\ags\draconian\common\wgt2allg.h(30) : fatal error C1083: Cannot open include file: 'allegro.h': No such file or directory
1>Clib32.cpp
1>ali3dsw.cpp
1>.\ali3dsw.cpp(14) : fatal error C1083: Cannot open include file: 'allegro.h': No such file or directory
1>ali3dd3d.cpp
1>.\ali3dd3d.cpp(17) : fatal error C1083: Cannot open include file: 'allegro.h': No such file or directory
1>ACWSETUP.CPP
1>.\ACWSETUP.CPP(17) : fatal error C1083: Cannot open include file: 'acgfx.h': No such file or directory
1>acwavi3d.cpp
1>.\acwavi3d.cpp(6) : fatal error C1083: Cannot open include file: 'allegro.h': No such file or directory
1>acwavi.cpp
1>.\acwavi.cpp(7) : fatal error C1083: Cannot open include file: 'allegro.h': No such file or directory
1>acsound.cpp
1>.\acsound.cpp(14) : fatal error C1083: Cannot open include file: 'wgt2allg.h': No such file or directory
1>acplwin.cpp
1>.\acplwin.cpp(18) : fatal error C1083: Cannot open include file: 'acplatfm.h': No such file or directory
1>acplatfm.cpp
1>.\acplatfm.cpp(14) : fatal error C1083: Cannot open include file: 'acplatfm.h': No such file or directory
1>Generating Code...
1>Compiling...
1>acgui.cpp
1>.\acgui.cpp(14) : fatal error C1083: Cannot open include file: 'wgt2allg.h': No such file or directory
1>acgfx.cpp
1>.\acgfx.cpp(17) : fatal error C1083: Cannot open include file: 'wgt2allg.h': No such file or directory
1>acfonts.cpp
1>.\acfonts.cpp(19) : fatal error C1083: Cannot open include file: 'wgt2allg.h': No such file or directory
1>acdialog.cpp
1>.\acdialog.cpp(15) : fatal error C1083: Cannot open include file: 'wgt2allg.h': No such file or directory
1>acdebug.cpp
1>acchars.cpp
1>.\acchars.cpp(16) : fatal error C1083: Cannot open include file: 'wgt2allg.h': No such file or directory
1>acaudio.cpp
1>.\acaudio.cpp(13) : fatal error C1083: Cannot open include file: 'wgt2allg.h': No such file or directory
1>AC.CPP
1>.\AC.CPP(40) : fatal error C1083: Cannot open include file: 'bigend.h': No such file or directory
1>Generating Code...
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.21022
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '.\acwin___Win32_DebugWorking\acaudio.sbr': No such file or directory
1>Build log was saved at "file://d:\Projects\AGS\Draconian\Engine\acwin___Win32_DebugWorking\BuildLog.htm"
1>acwin - 23 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
[close]

And after I add necessary include paths (to Common and Common/libinclude), I still got following compiler errors:
Spoiler

Quote
1>------ Build started: Project: acwin, Configuration: DebugWorking Win32 ------
1>Compiling...
<......... numerous properly compiled files here ..........>
1>acchars.cpp
1>.\acchars.cpp(570) : error C2660: 'Character_ChangeRoom' : function does not take 5 arguments
1>.\acchars.cpp(597) : error C2065: 'new_room_loop' : undeclared identifier
1>acaudio.cpp
1>AC.CPP
1>.\AC.CPP(20307) : error C2660: 'Character_ChangeRoom' : function does not take 5 arguments
1>.\AC.CPP(20317) : error C2660: 'Character_ChangeRoom' : function does not take 5 arguments
1>Generating Code...
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 9.00.21022
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '.\acwin___Win32_DebugWorking\ALOGG.sbr': No such file or directory
1>Build log was saved at "file://d:\Projects\AGS\Draconian\Engine\acwin___Win32_DebugWorking\BuildLog.htm"
1>acwin - 5 error(s), 1 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
[close]
#11311
Meh, looks like I screwed with that log file. Good thing it wasn't needed in the end.

Quote from: AGD2 on Mon 23/09/2013 03:30:51
By the way, any chance of addressing that issue I mentioned in my previous post? The quirk where having two identically-named sprite folders in the Sprite Manager will always cause AGS to jump to the first folder instance when trying to change a sprite via GUI, room object, View frame etc. (Meaning that when the Sprite Manager opens, it highlights a different sprite/folder than the one it should.)
Hmm, I cannot reproduce this, it works correct for me. I even tried making same loop having sprites from both folders, and when I double-click a frame, it opens correct sprite folder and highlights correct sprite.
Maybe there's something else behind your problem?
Have anyone else seen such behavior?

As a side-note, why does AGS allow to create subfolders with identical names under same parent?! Looks like something overlooked, in my opinion.
#11312
The Rumpus Room / Re: *Guess the Movie Title*
Mon 23/09/2013 10:29:08
Quote from: miguel on Mon 23/09/2013 10:16:35
Anthony Quinn's Portrait in black?
No.
#11313
Quote from: KNOX on Mon 23/09/2013 05:33:23
@Anian: By lower resolution you mean something like 1280x720? I'm also guessing AGS doesnt permit us to "scale down" resolution, right?
It does - in the experimental custom resolution build (Mehrdad posted the link).
Proof: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47344.msg636461738#msg636461738
#11314
The Rumpus Room / Re: *Guess the Movie Title*
Mon 23/09/2013 08:24:22
Quote from: bbX1138 on Mon 23/09/2013 00:57:11
It looks like it was shot in the early 60s, is that right?
Yes, it's one of the pretty common horror/thriller movies of those times, like the ones with Christopher Lee and Peter Cushing (although neither of them are playing in this particular one).
(I hope I don't give away too much? :))
#11315
Quote from: Alan v.Drake on Mon 23/09/2013 07:12:32
Weird, did you switch to a newer visual studio ?
No, still the same 2008 SP1. I open Engine/acwin.sln, if that matters.
#11316

EDIT: Whoops, ignore what I said there. I somehow used wrong sprite in drawing. Now when I really use a translucent sprite, there's indeed a pink.

Spoiler

Okay, I am getting mad at this.
How do you guys make it "semi-transparent pixels ... look as if drawn on pink"? When you say "pink" do you mean, literally, PINK?
I really want to reproduce what you describe there, but I get different result all the time.

What I do, in 3.2.1:
1. Make a 32-bit game.
2. Import a 32-bit sprite with alpha channel having translucent pixels (0 > alpha > 255).
3. Script:
Code: ags

  d = DynamicSprite.Create(100, 100, true);
  DrawingSurface *ds = d.GetDrawingSurface();
  ds.Clear(COLOR_TRANSPARENT);
  ds.DrawImage(0, 0, 16, 0); // <---- drawing aforementioned sprite here
  ds.Release();
  overlay = Overlay.CreateGraphical(20, 20, d.Graphic, false); // also tried "true" with same result


Now, if the dynamic sprite was created without alpha channel, then the imported sprite is drawn over it as 100% opaque.
If the dynamic sprite was created with alpha channel, then the imported sprite is drawn over it as 100% transparent (invisible).

So... what am I missing? how do I get that pink color???
[close]
#11317
The Rumpus Room / Re: Name the Game
Sun 22/09/2013 16:07:36
Barn Runner: The Prick Who Came In From The Cold :D. Don't remember the number in series though.
#11318
The Rumpus Room / Re: *Guess the Movie Title*
Sun 22/09/2013 16:02:59
Quote from: Abisso on Sun 22/09/2013 15:29:35
Also, I'd like to ask: are the portraits important / is the screenshot a good depiction of the film?
Hmmm, I don't think a person will forget those portraits if he ever saw the movie :D. Hard to tell if they well define the film, but the whole scene is devoted for explanation of the "antagonist" motives, and these pictures are painted by him, which, I guess, reflect his... umm, condition, pretty much.

Also, there are more than two portraits in the film.
#11319
Completed Game Announcements / Re: Sepulchre
Sun 22/09/2013 15:13:58
Quote from: Obko on Sat 21/09/2013 09:22:24
It surprizes me how so few people have tried to discuss the hidden meaning of this game, especially considering they have recognized there is a hidden meaning and have an opinion about it, only they won't reveal what that is.

I kinda suspect those people sort of telling something ;).

Spoiler




[close]

EDIT: updated.
#11320
Quote from: Radiant on Sun 22/09/2013 10:45:29
Yes, there is a music.vox file; that should have been in the archive I sent you, but looks like I forgot it. Sorry.
Err, but in this case the problem might be different.

E: Okay, I put some dummy audio files with matching names in the game folder, and the saves loaded well. So it was because of the missing VOX from the very beginning?

PS. The game's gorgeous! Good luck finishing it :)
SMF spam blocked by CleanTalk