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Messages - Crimson Wizard

#11821
New bug, a "funny" one.
Adding or removing ONE symbol in unmodified script and then saving makes the cursor reposition to the beginning of the file.
This happens only if only ONE symbol is added or removed before saving. It does not happen if I select a symbol and replace it with another.

Does not occur in 3.2.1.

PS. I will upload a version with fixed "file changed externally" problem soon.
#11822
Site & Forum Reports / Re: Client stats
Wed 05/06/2013 08:45:38
There's also a link for error reporting:
http://www.adventuregamestudio.co.uk/errorReport.php
redirects to
http://www.adventuregamestudio.co.uk/errorReport.php
Opening page in web browser displays a blank page with "Invalid form data" text, so that page does at least exist.
I will probably make another application to test how that works.


EDIT:
And updates check:
http://www.adventuregamestudio.co.uk/updatecheck.php
redirects to
http://www.adventuregamestudio.co.uk/updatecheck.php
but gives 404 error.
#11823
Engine Development / Re: AGS engine Linux port
Wed 05/06/2013 08:33:17
Quote from: s_d on Tue 04/06/2013 23:42:52
Next, some testers have reported performance issues.  I've not spent any time profiling, as I considered the audio corruption a higher priority.
I made few optimizations in "develop" branch, mostly simplifying new class hierarchies and inlining functions. They did not increase perfomance really much, but were enough to fix desynchronization between animation and sound/music during cutscenes in particular games. I think it would be possible to partially merge (or cherry-pick) that to master.
(merging whole develop branch right before the release would be risky, because it has significant change in internal data structures).
#11824
Quote from: Ali on Tue 04/06/2013 23:58:37
I'm afraid it doesn't seem to work. I get messages saying Common.Lib, Compiler.Lib and Engine.app can't be loaded.
Errrmmmm.... weird. where did you put it? Are there any details in those error messages?

Quote from: Ali on Tue 04/06/2013 23:58:37
Editor.NoNative does open. What's the difference between it and Editor.Full? If that's possible to summarise?
It does not have AGS.Native project in the solution.
The Editor is a C# program, and AGS.Native is a mixed C++/CLR library which Editor uses. But Editor may be safely compiled without latter. You just need to put the AGS.Native near editor exe before running it.
Express edition can compile C# program, but it can't compile mixed code, that's why there's a solution without one.
You may compiled Editor with Editor.NoNative you may take the ready AGS.Native.dll from the latest beta build, for example.
#11825
Here I quickly fixed an Engine solution:
http://www.mediafire.com/download/35tlbak049mu8gf/Engine.sln

Does it work for you?
I want to be sure this solves the Express issue before updating repository.

You won't be able to build Editor.Full.sln with Express edition anyway, because it does not support linking C++ and C#. You may try Editor.NoNative though if you want to.
#11826
Engine Development / Re: AGS engine Linux port
Tue 04/06/2013 23:21:35
Quote from: Snarky on Tue 04/06/2013 22:56:10
Hey, nice to see Wadjet Eye expanding, but honestly, I think your kid is too young to start programming Mac/Linux ports.  :)
He may approve the code by tasting it though  :P
#11827
Quote from: Ali on Tue 04/06/2013 21:58:37
I'd keen to rummage around, however inexpertly, to try to solve this. But because Visual Studio 2008 Express doesn't support Solution Folders, I'm not able to edit or compile the source code.

Is an Express-friendly version of the source in existence, or do I need to find a full version of Visual Studio?

I never heard about express edition not allowing solution folders... If I understand correctly, these are folders on the root level, not inside project? In such case we may easily remove solution folders from Engine solution (they contain only reference materials) and move 2 projects up from the folder in Editor solution.
What source code do you use?
#11828
Quote from: AnasAbdin on Tue 04/06/2013 21:05:23
If so, objects or characters using such views should be 'banned' from using Transparency and Tint() in the code...
I don't think this part of suggestion is reasonable. Why completely disable the opportunity when you may simply not use it if it is not needed?
The object's tint and transparency may be summed with individual frame ones.
#11829
Quote from: Ali on Tue 04/06/2013 20:23:44
Does that mean that what I'm asking for is very difficult to implement?
Maybe not... I don't know. Someone should address this problem :).
#11830
This is the reason I keep running AGS games in window :(.

BTW, this is Engine issue, not Editor one.
#11831
The Rumpus Room / Re: Name the Game
Tue 04/06/2013 12:53:35
Skyrim!

Spoiler
not really  :tongue:
[close]
#11832
Ali, I think while this feature is missing you can run automatic replacement of root path string in the Game.agf file. It is a common XML, but you may make a backup just in case.
#11833
A small update, after short discussion the porting guy chose a path of patching Allegro 4.4 libs to make them compatible with latest OSX versions (he is up to change a graphics API used for drawing on Mac). He sounds pretty optimistic, let's hope he will achieve what he wants :).
#11834
Quote from: abstauber on Fri 31/05/2013 09:08:28
Another quick question: do you really need a rectangular bmp? Transparency support would be pretty cool though.
Quote from: cat on Fri 31/05/2013 09:32:18
I already thought about making a cup-shaped pic  :)

Yes, that is possible. I made a quick test with random-shaped PNG before and it worked well, except for one weird thing... no matter what I tried it displayed a 1px black border around splash window. Probably I need to look deeper into how .NET windows work.
#11835
The Rumpus Room / Re: Name the Game
Mon 03/06/2013 17:46:44
Hah, was 1 second late!
#11836
The Rumpus Room / Re: Name the Game
Mon 03/06/2013 15:51:30
Quote from: abstauber on Mon 03/06/2013 15:45:21
so! many! verbs!
Spoiler

[imgzoom]http://i.imgur.com/qqgGSZa.png[/imgzoom]
[close]
Now, this template must be in AGS!
#11837
The Rumpus Room / Re: *Guess the Movie Title*
Mon 03/06/2013 15:50:56
Quote from: Ilyich on Mon 03/06/2013 15:40:31
Ooh, I feel that I should know this! Almost sure that it's a Polish/Russian Henryk Sienkiewicz adaptation, so...  Ogniem i Mieczem?
Yes :)
#11838
The Rumpus Room / Re: *Guess the Movie Title*
Mon 03/06/2013 14:27:05
Next one!

#11839
The Rumpus Room / Re: *Guess the Movie Title*
Mon 03/06/2013 13:08:27
"First on the moon". (Russian pseudo-documentary).
#11840
Quote from: monkey_05_06 on Sat 01/06/2013 12:40:24
I honestly feel that I have devoted more time to learning about the functional abilities of AGS than any other single individual.
This is, in my opinion, a core of the problem. This is scripting language, meant to script games. It does not need to be "researched", experimented with and searched for "hidden" abilities. It should not have anything hidden. It should be improved to have all those abilities right on plate.
Most of the people who use it do not - and should not - care about what is more efficient - to use String or array of chars. They simply must have a way to have a string or array of values, and make games.

If you would take on actually enhancing AGS script, instead of looking for means to use its good features to substitute its bad/missing features, that would be much beneficial to everyone.


Also, I should probably add, that your level of C++ is, in my opinion, less important than your willingless to work. The program is not about C++, it's about algorythms and architecture. If the latter made well, the incorrect usage of certain language features could be then fixed by someone else.
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