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Messages - Crimson Wizard

#11541
Hmm, I believed I saw how it removes preceding spaces. Sorry.
#11542
Quote from: monkey_05_06 on Mon 15/07/2013 07:54:18
Code indentation isn't just some "thing" that people do because they're weird either.
You haven't thought that Magic probably did indentation, but that was ignored because he did not put the code in [ code ] tags?
#11543
Quote from: monkey_05_06 on Sun 14/07/2013 23:19:37
I'm not aware of many existing editor plugins, but if there are any other features missing from the editor plugin API, I will definitely look into adding them.

You may want to look into suggestion tracker:
http://www.adventuregamestudio.co.uk/forums/index.php?project=5;area=issues;category=33
#11544
Quote from: monkey_05_06 on Fri 12/07/2013 08:44:37
Edit: CW, maybe I read the manual wrong, but I swear it said it prints "Score: x of y" (CONFIRMED). If the actual behavior is anything different then it's a bug. Probably not a huge concern in practice, but it should be corrected.
I looked into the engine code; also now tested in game. It prints "%d of %d". Although, is this a bug or mistake in the manual?
#11545
Quote from: Adeel S. Ahmed on Sun 14/07/2013 22:00:38
Quote from: Khris on Sun 14/07/2013 20:13:50
Threads like this is why newbies shouldn't write tutorials btw. Sorry.

The person whom you may be referring to newbie hasn't even started writing tutorials. He plans to gain some more experience before starting.  :X
I guess he refered to the attempt made.
#11546
Quote from: Adeel S. Ahmed on Sun 14/07/2013 19:22:39
Crimson, how come you don't have facebook account?
I am not using social networks... at all. And never did, really. Just not that kind of guy, I guess :).

Quote from: Adeel S. Ahmed on Sun 14/07/2013 19:22:39
EDIT: Why can't we just use the script name of objects in the dialog scripts? Can't this be changed in the future versions?
Okay, this is terribly off-topic, but since you asked:
Why: the object names are registered only when the room is loaded, and unregistered when it is unloaded. Aside from other technical reasons, this also prevents from messing object names in two rooms. A solution will probably be to add room's name before object name like "MyRoom.oTable". But this assumes we add names to rooms too (which they don't have now).
Can this be changed: maybe, but it is not going to be a simple fix.
#11547
AGS 3.3.0 BETA 6 released (engine version 3.3.0.1140)
-------------------------------------------------------
This is primarily bug fixing update.
Changes from BETA 5:

Features:
- Renamed eNoKey to eKeyNone in AGSScript.
- An update to Editor PluginAPI by monkey_05_06. Unfortunately I don't know what it does  :-[, I hope he will make an explanation.
- Refreshing auto-complete cache with modified script text before showing auto-complete list (by tzachs).

Bug fixes:
- Fixed setting breakpoints while debugging game in Editor caused Editor to freeze indefinitely.
- Fixed panel layout in Editor not restoring properly if the panel was left beyond main application window when exiting last time.
- Fixed desktop versions of the engine having lower default Sprite cache size than usual.


Download links (also updated at first page):
Official: http://www.adventuregamestudio.co.uk/betas/AGS-3.3.0-beta6.exe
ZIP:
Official: http://www.adventuregamestudio.co.uk/betas/AGS-3.3.0-beta6.zip


I was a bit distracted lately, maybe there is someone who would like to help to test and update game templates to ensure they load well in 3.3.0?
#11548
Hey, aikex222, I can do that for you (I have a resource exporter and did this for several people already).
Can you upload the game somewhere else? I don't have Facebook account, and I don't want to register just to download the game.

In case you don't know where to put it, you may use -
www.box.net
www.dropbox.com
www.mediafire.com
www.sendspace.com
#11549
Engine Development / Re: Other Resolutions.
Sun 14/07/2013 19:05:56
Basically it is either window size that define scaling or otherwise. But we can have both options.
All we need, IMO, is to add another placement option: "Resize window". When selected, the resolution selection (in setup) will be disabled, and when run, the engine will make the window size = base game size * chosen scaling.
Other options (stretch, center, etc) will work opposite: they will create window of defined size independently of scaling mode, then scale and put a game image inside.

#11550
The pixel is a conventional unit of size. That means that 100 pixels is 100 pixels everywhere.

The actual (physical) size of the picture, as you see it on screen or paper, may vary depending on screen resolution, or scale (zoom).
#11551
Engine Development / Re: Other Resolutions.
Fri 12/07/2013 20:48:59
Funny, I found I must set a Viewport for D3D, because otherwise scrolling rooms are drawn on the side borders too, making it visible what shouldn't be :).

E: Oh, actually not just scrolling rooms, but anything that goes beyond "border", like moving objects etc. CJ did not use it, because the image was always stretched to whole window.

EE: Also, important note, simply for the record. AGS engine has 2 set of parameters defining screen size: scrnwid & scrnhit, final_scrn_wid & final_scrn_hit. The difference is only that the latter takes side border into consideration. Since now borders are defined by graphics driver/filter, only one pair is needed, the one which defines game size.
The "screen sizes" returned by script functions (GetScreenWidth/Height) are "virtual screen" sizes (which = game resolution), not real window sizes the game is currently running.
While making some experiments I forgot about that, and this resulted in weird misalignment of guis and fonts in several games.
If the script API will ever allow to get real window size, there should be separate set of functions for this.
#11552
Engine Development / Re: Other Resolutions.
Fri 12/07/2013 17:35:43
Quote from: Ali on Fri 12/07/2013 15:31:49
Any chance of seeing a full-size version of the screenshot?

Blackwell Deception (640x480 game) playing on 1680x1050 fullscreen (nearest-neighbour transformation):
http://img827.imageshack.us/img827/4937/qrj3.jpg

Quote from: Ali on Fri 12/07/2013 15:31:49
Sorry to harp on, but would the technique you're working on allow (hypothetically) for scaling down a larger screen size like 1280x or 1920x?

Nelly 2 playing on 320x240 :P
[imgzoom]http://img842.imageshack.us/img842/3912/8myx.jpg[/imgzoom]

There's still number of issues, both with drawing and mouse cursor position.
And we need to plan how the setup should work.
#11553
Engine Development / Re: Other Resolutions.
Fri 12/07/2013 15:25:51
Thanks!

Woo, its getting shape:



And just for lulz:
#11554
Maybe it depends on OS, not version of AGS?

I think adm244 mentioned he has a Win7. Might be related to difference in how registry entries are arranged. Just a guess.
#11555
Engine Development / Re: Other Resolutions.
Fri 12/07/2013 13:53:00
So, to clarify, I do not touch the projection matrix, but move/scale a plane I render texture on?
#11556
Engine Development / Re: Other Resolutions.
Fri 12/07/2013 11:03:59
For anyone savvy in 3d graphics out there: if I have a 2d texture rendered in 3d world, and I want it be not stretched to whole screen, does it matter if I change "position" matrix to make it appear "further" from camera, or change "perspective" matrix to make camera "zoom out"? Or is it essentially same thing, the difference is only in which object moves and which stays on same place? I am interested mainly in how it affects rendering speed, does one of those methods make calculations faster/slower, or there's no difference at all?
#11557
Tzachs' perhaps you could look into this problem:
I tried to reproduce what Snarky was telling about dissapearing panels. Undock a panel (e.g. project tree) and move it so that it's half beyond main application window. Then close app. Next time I loaded a project in the editor it displayed an error. I tried second time, and project was opened but the project tree was missing:
Quote
An error occurred whilst trying to load your game. The error was:

Cannot access a disposed object.
Object name: 'TreeView'.

If you cannot resolve the error, please post on the AGS Technical Forum for assistance.

Error details: System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'TreeView'.
   at System.Windows.Forms.Control.CreateHandle()
   at System.Windows.Forms.TreeView.CreateHandle()
   at System.Windows.Forms.Control.get_Handle()
   at System.Windows.Forms.TreeNode.get_State()
   at System.Windows.Forms.TreeNode.get_IsExpanded()
   at System.Windows.Forms.TreeNode.Remove(Boolean notify)
   at System.Windows.Forms.TreeNode.Clear()
   at System.Windows.Forms.TreeNodeCollection.Clear()
   at AGS.Editor.ProjectTree.RemoveAllChildNodes(IEditorComponent plugin, String parentID) in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\GUI\ProjectTree.cs:line 146
   at AGS.Editor.Components.BaseComponentWithFolders`2.RePopulateTreeView() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\Components\BaseComponentWithFolders.cs:line 455
   at AGS.Editor.Components.AudioComponent.RefreshDataFromGame() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\Components\AudioComponent.cs:line 358
   at AGS.Editor.ComponentController.NotifyDataRefreshNeeded() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\ComponentController.cs:line 131
   at AGS.Editor.ApplicationController._events_RefreshAllComponentsFromGame() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\ApplicationController.cs:line 63
   at AGS.Editor.EditorEvents.OnRefreshAllComponentsFromGame() in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\EditorEvents.cs:line 82
   at AGS.Editor.AGSEditor.RefreshEditorAfterGameLoad(Game newGame) in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\AGSEditor.cs:line 677
   at AGS.Editor.Tasks.LoadGameFromDisk(String gameToLoad, Boolean interactive) in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\Tasks.cs:line 135
   at AGS.Editor.InteractiveTasks.LoadGameFromDisk(String gameToLoad) in D:\Projects\AGS\GITHUB_develop\ags\Editor\AGS.Editor\InteractiveTasks.cs:line 55
#11558
E: the SCORETEXT is replaced with just "%d of %d".
#11559
Label's Text never gets changed, nor when it has tags (@overhotspot@, @score@), nor when translation is used. The final text is deduced only at the time of drawing and never stored anywhere.
#11560
Quote from: monkey_05_06 on Thu 11/07/2013 21:16:57
It seems to me that this also directly ties into the whole concept of only being able to have one room open for editing at a time. I don't see a purpose behind this restriction (in the pre-3.0 editor it had some validity as there were no tabs, and the general layout of the older editor supported this general structuring). I really feel that we should try and revamp this particular part of the editor so that multiple rooms can be loaded for editing at once, the editor script can modify rooms without having to "open them for editing", etc. I will be looking into this matter further. :)
This isn't so a restriction of Editor, it's a restriction of AGS.Native mainly. A lot of things are done there, and some of the room data is stored only in the native code (room masks being an example). There's only one global room object (named "thisroom"). If you want this multi-room feature work, you should make an array of rooms in the native code instead; and if you want several rooms being viewed at the same time, you will have to rewrite calls to all the functions that get immediate data from the native code.

E: On other hand you could instead work on carrying all the business logic from native code to C# projects. IMO that will solve far more problems at once... and perhaps, although larger task, will be simplier instead of trying to hack new functionality in AGS.Native. The code there is very messy, I never cleaned it much.
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