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Messages - Crimson Wizard

#11401
Quote from: Sledgy on Sun 08/09/2013 16:24:05
Who has 3.2.1 (build 111) source?
The CJ's SVN was here: https://svn.adventuregamestudio.co.uk:7743/svn/ags/trunk
But I believe it has a different address now (if it still exists), because there is no "adventuregamestudio.co.uk" anymore. :undecided:

Here I uploaded the one I have on my HD: http://www.mediafire.com/download/337kfddf8dm4eks/Pumaman_AGS.zip
I believe it has no modifications.
#11402
Quote from: General_Knox on Sat 07/09/2013 23:03:08
If we previously used AdditiveOpacity with 3.2 without any problems, what advantages would there be for us to switch to the new MultipliedTranslucence mode in 3.3?
It is not about advantage, these are two different types of combining alpha values. The "multiplied translucence" was added because in SOME cases "additive opacity" worked weird (check the beginning of this thread to see examples of what I mean).
If "Additive oppacity" works well for you, you may just keep using it.

Quote from: General_Knox on Sat 07/09/2013 23:03:08
Curious because if I switch to the new mode in 3.3 I get pink around the alphas of certain sprites
Hmmm, that may or may not be an error. Can you upload your sprites somewhere and explain how do you combine them?
#11403
The Rumpus Room / Re: Name the Game
Fri 06/09/2013 18:17:35
My guess is: "Stonekeep".
#11404
Quote from: General_Knox on Fri 06/09/2013 17:37:10
Quote from: Crimson Wizard on Fri 06/09/2013 08:59:29
As for fixing the error, I suppose it is not an engine bug, but a compiler's one. It should not let to use "void" in the expressions like that.
Ok, so should I use "function" instead of "void" for EnableAllModes()?
I don't think so, why? Void is perfectly correct type, just do not try to use the "void" return value in an expression, like you did with "EnableMode".
In fact, I'd tell not to use "function" at all. But the habit might be too strong. :)

Quote from: General_Knox on Fri 06/09/2013 17:37:10
EDIT: I can drag the panels around fine, I was just wondering if there way a way to lock them in place incase we move them by accident (or save the layout so we can load it again later)
When you drag panels over different regions of the window you'll see "docking" icons. By draggin & dropping a panel on that icon you'll lock the panel on that place. Video displays how it is done.
Regarding saving layout: I think I am starting to understand what you mean. You are speaking of layout presets that you may save/load from menu? I think you better ask tzachs about this, he was implementing those panels.
#11405
Quote from: DazJ on Fri 06/09/2013 09:57:15
Did you manage to fix the OGV video stuttering issue? They're only 640x480 videos and stutter on all devices I've tried it on. Is it to do with the fact that the video contains audio?
Does it stutter when the game is run on PC? I am interested to know if this is a general behavior, or happens only with Android port.
#11406
Since it seems that people do not always figure out how the "code" tag works, there was an opinion that the '#' button in the post toolbar should insert [ code = ags ][ / code ].
Simply [ code ] does not work on the forums at all.
#11407
@General_Knox, this part of your function does not make much sense:
Code: ags

if (mouse.EnableMode(modeList[i]) == false) mouse.EnableMode(modeList[i]);


Mouse.EnableMode does not return anything (useful) (it may return 0 always, or random value, but details are not so important).
This seem to be a Editor/compiler issue: the "EnableMode" function is declared as "void", but it is assumed to return integer... This is very bad, because, in fact, EnableMode returns void (aka "nothing") in the engine.
The 3.2.1 and earlier versions AGS let this through, but the new engine is bit more restrictive (this helps to find errors in script). Compiler should be changed appropriately.

I am wondering what do you want to do here in this function. At the moment that line may be simply replaced by:
Code: ags

mouse.EnableMode(modeList[i]);

This will do the same.

As for fixing the error, I suppose it is not an engine bug, but a compiler's one. It should not let to use "void" in the expressions like that.
I am not yet sure if the engine needs a "backwards-compatible" fix to cover such cases (in case such expressions were used in older games). I might add it if we find out it causes troubles with any of the existing games running on a new engine.
Although I would be really reluctant to do so, because this will practically "legalize" undefined behavior in script.

EDIT: I found an interesting thing. It appears that compiler DOES usually restrict using void return values, for example:
Code: ags

bool result = mouse.EnableMode(modeList[i]);

or
Code: ags

function a(bool b)
{
}
<...>
a(mouse.EnableMode(modeList[i]));

Those script examples will cause compiler error.

However, using void return value as an argument to any operator is compiled without errors!
Code: ags

bool b = mouse.EnableMode(modeList[i]) == false;
int a = mouse.EnableMode(modeList[i]) + 1;
etc






Quote
(Oh, and is there a way to save/load or lock/unlock our current pane layout?)
Hmm, did you try dragging them around?
Check this video tutorial: http://www.youtube.com/watch?v=o6jjOmBB5gQ
#11409
AGS 3.3.0 BETA 7 released (engine version 3.3.0.1142)
-------------------------------------------------------
First of all, I added a temporary log file that will be written every time a room is loaded in the editor. Unfortunately I was unable to find out what caused the reported crash, so I hope if that happens again it will be at least possible to tell at which point it does.
The file named "agsnative.log" is created in your "My Documents\AGS" (or "<Username>\Documents\AGS") folder (this is done so to make it work under Win7/Vista in case you installed AGS on drive C).

-------------------------------------------------------
Changes from BETA 6:

Features:
- Renamed SkipSpeechType to SkipSpeechStyle (please, fix your scripts if you are using this class);
- Added two more options for the Skip speech style:
   * Skip by keyboard only (no timer) - eSkipKey,
   * Skip by mouse only (no timer) - eSkipMouse;
Now there is a full set of possible choices for this setting. Also corrected option descriptions in the game settings to make them correspond to the actual meaning of the choice.
- Sprite Import window is now resizable.

Bug fixes:
- Fixed the broken game project import (regression).
- Fixed broken dialog script compilation (regression).
- Fixed error in the savedgame loading routine which occured when loading persistent Overlays (regression). Previously created savedgames should still be usable with this version, for this fix only changes engine reaction to certain data.
- Fixed extender functions added for certain types (Mouse, System) were not correctly recognized by script interpreter (regression).
- Fixed crash that occured when ListBox.GetItemAtLocation() is called from repeatedly_execute_always() just before the list box is about to be drawn on screen for the first time.
- Moved the Layout.xml file from AppData\Roaming to AppData\Local\AGS.
- Fixed crash when auto complete is running on an extender function which is in the end of the file.
- Possible fix for docking ruined on tab switch.
- Fixed room panel was still in "Windows" menu with "loaded" icon displayed in tree after rebuilding all files.
- Fixed Editor allowed to create more game items than engine supports, which could cause crashes in Editor or Engine.


Download links (also updated at first page):
EXE:
http://www.adventuregamestudio.co.uk/betas/AGS-3.3.0-beta7.exe
ZIP:
http://www.adventuregamestudio.co.uk/betas/AGS-3.3.0-beta7.zip
#11410
Quote from: Adeel S. Ahmed on Thu 05/09/2013 13:21:18To be honest, I (naively) used to believe that you're in your 50s or 60s. And still to this date, I refuse to believe that you're actually a young person (no matter how many times I check your profile). :=
That's the power of avatars! :)
I once posted a photo of myself somewhere around here, and few people complained about me not actually having a beard.
#11411
Slasher, you are correctly using Viewport in the first line. You should use it in similar way in the second line:
Code: ags

cSpaceman.Walk(mouse.x + GetViewportX(), mouse.y + GetViewportY()+ 340, eBlock, eWalkableAreas);


Viewport should be used all time in the scrolling room when you use coordinates relative to screen (e.g. mouse position).
#11412
Quote from: Radiant on Thu 05/09/2013 09:31:47
Technically true, but that doesn't solve the other issues with verb coins, i.e. that extra actions are needed to perform a simple task. The player now has to (1) click, (2) wait for the animation, (3) move the mouse to the right icon, and (4) click again. Frankly, an interface like this would make me quit the game within minutes.
I think there could be an alternative:
- Short click: default verb (open door, pickup item, look at for RMB);
- Long click: display additional verbs.
If long click is hard to use (to determine a time period needed), it may be "hold and drag to the side" - which opens menu at the place defined by drag direction. Or just double-click.
#11413
Completed Game Announcements / Re: Sepulchre
Wed 04/09/2013 20:09:04
I played it. It left me with couple of hypotheses about what's going on.
I don't know, maybe I see things differently, but those bags made me chuckle, not scared :).
What scared me was the painting...

Since I can't help it, few notes on bugs and things that stand out for me.
Spoiler

1. First of all, there's no link to winsetup created in programs folder, which may make it difficult for players outside AGS community to figure out how to configure graphics. I would also suggest to add "Run setup" option to the last installer's page (if installer's engine allows that).
2. The LMB/RMB interactions are largerly inconsistent. Although quick "tutorial" on startup teaches me that LMB = interact, RMB = look, in reality RMB acts as "use" on many occasions.
3. Player can open main menu with Esc key, but can't close it with the same key.
4. Sometimes the player character fails to face the conductor when talking to him. To reproduce - stand to the left of him, then click on him to trigger conversation).
5. The middle door in the second carriage lacks "walk to" point; unlike other doors player does not come close to check if it's locked.
6. Barman keeps repeating "No thank YOU mr Lang" if you keep clicking on him after all dialog options are used, which does not make much sense on its own.
7. The main character's voice actor is ssss-ing really loudly in his mic, this makes me cringe. Also barman's voice is one level quiter than others, I think.
8. The opening&closing inventory produces very annoying sound, IMO. At first I did not realize it is even related to interface and thought the door has opened somewhere.
[close]

Also, I was almost sure that in the last scene
Spoiler

I must click on his own bag to get inside
:D.
[close]

And the last thing.
Have you ever saw "Madame Tutli Putli"? ;)
#11414
The Rumpus Room / Re: Happy Birthday Thread!
Wed 04/09/2013 17:15:03
:grin: Thanks!
#11415
Heh, it appears it is not the only problem with the list box.
Apparently, when you set a new font, the rowheight is recalculated with an old one :). This only works because it recalculates it again when redrawing itself. I think the Gui code is a pretty old one and was not touched much since it was first written, so there may be few surprises...
#11416
Thanks, I was able to make a 100% reproducible test. I should have tried before, but was too busy and forgot about this...

1. Make a game with Gui and ListBox on it. The Gui should be "Normal, initially off".
2. In GlobalScript:
Code: ags

function repeatedly_execute_always()
{
  if (gGui1.Visible)
  {
    int item = ListBox1.GetItemAtLocation(20, 20);
    // where 20,20 are any coordinates in the list box interior.
  }
}

function on_key_press(eKeyCode keycode)
{
  if (keycode == eKeyA)
  {
    gGui1.Visible = !gGui1.Visible;
  }
}

3. Run game and press 'A'. Observe crash.

Interesting thing is that this happens ONLY if the GetItemAtLocation call is inside "repeatedly_execute_ALWAYS". When put inside "repeatedly_execute" there's no crash.

The division by zero is on the line I mentioned above. Monkey gave some interesting points about rowheight initialization. I'm going to look into this now.

EDIT: Ok, like monkey_05_06 said, the "rowheight" is first initialized when the control is first drawn (i.e. the painting function is called)! This means that the GetItemAtLocation called before the first drawing uses uninitialized variable.
#11417
Hmm, I am scratching my head; I spent 30 minutes to make an experimental build with 1280x720 resolution, and haven't seen any problems except for some glitches related to zooming in the room editor. Unless I am missing something terrible, this (adding custom resolutions) might be easier than I expected.
I will return to this in a short while.

E: I used the build with free display modes I made earlier, so that could simplify things too.
#11418
Quote from: Renodox on Tue 03/09/2013 06:54:53
None of the answers were right just yet, but rope is on the right track.
Umm... leash?
#11419
Quote from: Calin Leafshade on Tue 03/09/2013 13:39:10
@CrimsonWizard

I've always wondered: Is the purple bit on the head supposed to be hair or the lining of the hood?
Lol, it is the inner side of the hood, but the whole hood is mistakenly painted like it's "standing" in the air instead of covering the head :). ( On other hand, we may think it has a supporting carcass there, or something like that :D )
#11420
I was thinking there could be a "states list" with checkboxes (to mark which checkpoints were passed/puzzles solved).
Too bad AGS does not have built-in "checkbox" control :-\.
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