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Show posts MenuQuote from: Ben X on Tue 24/09/2013 11:41:07No idea. Are there rules in this thread?
We're allowed to Google search, right? Just not image search?
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.
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.
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.
Quote from: KNOX on Mon 23/09/2013 17:59:58Because 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.
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?
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Assertion [line < pdoc->LinesTotal()] failed at ..\scintilla\src\Editor.cxx 1932
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Assertion [useCount == 0] failed at ..\scintilla\src\Editor.cxx 217
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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 ==========
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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 ==========
Quote from: AGD2 on Mon 23/09/2013 03:30:51Hmm, 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.
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.)
Quote from: miguel on Mon 23/09/2013 10:16:35No.
Anthony Quinn's Portrait in black?
Quote from: KNOX on Mon 23/09/2013 05:33:23It does - in the experimental custom resolution build (Mehrdad posted the link).
@Anian: By lower resolution you mean something like 1280x720? I'm also guessing AGS doesnt permit us to "scale down" resolution, right?
Quote from: bbX1138 on Mon 23/09/2013 00:57:11Yes, 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).
It looks like it was shot in the early 60s, is that right?
Quote from: Alan v.Drake on Mon 23/09/2013 07:12:32No, still the same 2008 SP1. I open Engine/acwin.sln, if that matters.
Weird, did you switch to a newer visual studio ?
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
Quote from: Abisso on Sun 22/09/2013 15:29:35Hmmm, I don't think a person will forget those portraits if he ever saw the movie
Also, I'd like to ask: are the portraits important / is the screenshot a good depiction of the film?
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.
Quote from: Radiant on Sun 22/09/2013 10:45:29Err, but in this case the problem might be different.
Yes, there is a music.vox file; that should have been in the archive I sent you, but looks like I forgot it. Sorry.
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