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Messages - Crimson Wizard

#11501
The Rumpus Room / Re: Name the Game
Thu 25/07/2013 14:41:19
Sorry, but I cheated:
Spoiler
:D
#11502
The Rumpus Room / Re: Name the Game
Thu 25/07/2013 14:36:46
Duke Nukem Adventures?  (laugh)

I vaguely remember seeing this intertwined "APG" symbol somewhere. Not sure it is "Apogee" though.
#11503
I suddenly realized these new portraits remind me of Gabriel Knight (first).
#11504
I will test this more on the incoming weekends and make a new Beta.
#11505
The Rumpus Room / Re: Name the Game
Wed 24/07/2013 16:20:34
Quote from: Scavenger on Wed 24/07/2013 15:21:09
Proudly proclaiming to be the FIRST of it's kind!

First adventure game for Win 3.11? Seriously :). Interface style is very Win 3.11-esque.
#11506
Quote from: DoorKnobHandle on Wed 24/07/2013 11:42:16
Clean #2 so clearly won the vote, I REALLY don't see the point in complicated this process but oh well.

Well, yes, it has a big advantage, so it does makes sense.

What about the combination idea? Anyone else supports it?
#11507
Voting Tier One completed!

Uh, next time I'd have to find a way to make a poll (hits his forehead with a hand).

Leadership board:

SplashVotes
Clean #216
Dark #110
Dark #29
Dark #38
Gradient #36
Clean #13
Clean #32
Clean #42
Cup Shaped #12
Cup Shaped #42
Funky #12
Cup Shaped #31
Cup Shaped #61
Cup Shaped #71
Cup Shaped #91
Cup Shaped #101

We have clear 5 top-voted splashes here, which is lucky.

Clean #2
Spoiler
Dark #1
Spoiler
Dark #2
Spoiler
Dark #3
Spoiler
Gradient #3
Spoiler

Also, here's the suggestion supported by few people:

"I think I'd actually prefer a merge between the two even..
With the background and cup of Gradient #3 and the layout and rest of Clean #2:"
Spoiler
Since both of those splashes are between leaders, I guess we may take this as another contestant for Tier 2?


Before we start Tier 2, is it possible to make an automatized poll in this thread?
#11508
Quote from: Snarky on Thu 11/07/2013 12:21:26
Clean #2
Gradient #6
Dark #1 (well, I like #2 better in general, except I hate the brown liquid in the cup)

There's no Gradient #6, Snarky. Did you, maybe, mean Cup-Shaped 6? Or other number of Gradient?
#11509
Quote from: subspark on Tue 23/07/2013 21:06:10
If there's an autonomous way to push correct infotmation onto the splash as dynamic text, that would be pretty darn neat.
Of course there is, the splash screen is just a normal window that paints graphic on background and creates labels with any text on top. That's how the "funny texts" are printed there.
In the extreme case we could just save every image layer separately and compose them dynamically in the window... (dunno if it would be easy to achieve correct blending this way, but I think it is theoretically possible)

BTW, I missed the voting deadline ;). Time to calculate the votes and chose top 5 (as was suggested) for the final voting.
#11510
Quote from: paolo on Mon 01/07/2013 12:23:00
UPDATE: My machine plays AGS v3.0 games without any problem. I tried reconverting the game from scratch, and also tried converting it in v3.2.1, but still no joy. So for now I'm stuck with continuing to develop in v2.72. Any other ideas?

Oh, I missed this one.
Do I understand correct that the mouse works well with ALL AGS games, except for your own built game?

Also, might be a redundant question, but where do you get AGS? Is it this website, or some other hosting?

E: Also, does your game use any plugins?
#11511
The Rumpus Room / Re: *Guess the Movie Title*
Tue 23/07/2013 14:28:26
High on Wheels: I See Dead Girls (japanese version by Hideo Nakata).
#11512
Aside from game.speech_music_drop (which may be considered obsolete since 3.2, I think) there's also "VolumeReductionWhileSpeechPlaying" option per each Audio Type. The default for Music type is 30.
#11513
Quote from: Andail on Mon 22/07/2013 11:50:49
Also parts of the error message is in Swedish, so as I said the problem probably isn't just within AGS.
This may be because .Net prints its exception messages in local language, which is normal thing.
#11514
Ok, I found what's wrong with that import. Things are pretty bad, actually, the whole old game import feature is broken, since 3.2.2 beta :( (about a year ago). I will talk with tzachs about this.
#11515
Quote from: AGA on Mon 22/07/2013 08:28:33
Usually.  For some reason it doesn't always seem to work.  Perhaps there's a way of disabling it if the programmer really wants to?
I think it is a default behavior for the message boxes, displayed by default WinAPI implementation. If the program has its own message box implementation, it may work totally different of course.
#11516
I made test, and found that with Direct3D the result is only drawn on screen after DrawingSurface is released.
EDIT: There's also a clue in manual:
Quote
Release (drawing surface)

Tells AGS that you have finished drawing onto this surface, and that AGS can now upload the changed image into video memory.
So it is rather Software renderer (DirectDraw5) that works formally incorrect ;).

In other words, you should try this:

Code: ags

    DrawingSurface* redline = Room.GetDrawingSurfaceForBackground(0);
    DrawingSurface* backup = redline.CreateCopy();
    redline.DrawingColor=63488;               
    redline.DrawLine(cCD.x, cCD.y-4, oIceCube.X+3, oIceCube.Y-3, 1); 
    redline.Release();
    <...>


Also, I must point out, that it is much simplier in this case to use Game.GetColorFromRGB function:
Code: ags

    redline.DrawingColor=Game.GetColorFromRGB(255,0,0);
#11517
Can you tell version of AGS, please?
#11518
Ok, I am going to look into this.

Quote from: cat on Sat 20/07/2013 12:17:52sorry text was not selectable, had to take screenshot
Something I learnt only couple of years ago, - and probably this is not quite obvious and therefore not well known - you still can copy text from standard message boxes in Windows by simply pressing Ctrl+C (without selecting text). It will go to clipboard as a whole.
#11519
Engine Development / Re: Other Resolutions.
Fri 19/07/2013 19:08:25
Test build (engine only): http://www.mediafire.com/download/4adkw2du7kdj63u/custom_dispres.zip

Related branch: https://github.com/adventuregamestudio/ags/tree/feature_display_resolution
(forked from latest 'master')

I have to apologize, I wanted to make a build with new options in winsetup, but feel too sleepy to write code :p. I am also leaving my city for several days, so I thought maybe I'll upload what I have just to show how it works.
The only way to setup new settings is to write them manually into acsetup.cfg. Put following into "[misc]" category (where you have "gfxdriver", "gfxfilter" and similar stuff):

Code: text

renderstyle=N
// N=0 - center
// N=1 - stretch
// N=2 - stretch proportional (aka "best fit")
// N=3 - resize window - this makes window size equal to (default game size)*(filter scaling).
// if you set renderstyle=3, the following screenwidth and screenheight params are ignored.
screenwidth=X
screenheight=Y
// Where X and Y are wanted window resolutions.


I scrapped most of gfx mode initialization code in the engine, and now it does following:
1. Tries to initialize requested resolution.
2. If failed, looks for the nearest supported resolution in the internal driver list, and tries to initialize it.
3. If failed, tries to initialize originally requested resolution with alternate color depth.
4. If failed, looks for the nearest supported resolution with alternate color depth.
5. If failed, quits with error.
This is good to know, because you may end having different resolution than you asked for. Press Ctrl+V in the game to see system stats - it tells which resolution you are running.
Also, this process is reflected in the game log file (agsgame.log).
Log example:
Spoiler
Quote
Switching to graphics mode
Trying gfx mode 320 x 200 (16-bit) fullscreen
Attempt to switch gfx mode to 320 x 200 (16-bit)
Failed, resolution not supported
Attempting to find nearest supported resolution
Trying gfx mode 640 x 480 (16-bit)
Attempt to switch gfx mode to 640 x 480 (16-bit)
Succeeded. Using gfx mode 640 x 480 (16-bit) fullscreen
[close]

Remember, if you are running old games (AGS 2.7 and lower) run new engine's setup program at least once before launching game in this engine - to set graphics driver and other 3.x options properly, otherwise you may get weird results.

Known problems:
OpenGL driver not yet updated, therefore engine ports won't work (or work weird).
Mouse will act annoyingly slow with very small games run non-stretched in large windows; also in proportionally stretched games it may be too slow or too fast moving along one of the axises. I think this needs some kind of automatic fixing + mouse sensivity setup.
#11520
Quote from: Monsieur OUXX on Fri 19/07/2013 11:07:12
You mean I can just copy around .crm files and when I open a game that has that .crm file in its folder, then the room will appear in that game?
No, you need to right-click on Rooms node in project tree, then choose "Import existing room".

Quote from: Monsieur OUXX on Fri 19/07/2013 11:07:12
Then, what number does it receive? The number that's part of the .crm file name?
Yes.
The Editor won't let you import room if there's already a room of that number in the game.
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