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Messages - Crimson Wizard

#12021
Engine Development / Re: Text translation
Tue 23/04/2013 23:08:38
Ok, I added the Translated property to ListBox only for now for backward compatiblity (defaults to false for imported older projects). It may be easily added to buttons and labels if needed later.
#12022
The Rumpus Room / Re: Name the Game
Tue 23/04/2013 22:30:29
Quote from: HandsFree on Tue 23/04/2013 22:29:59
The Last Half of Darkness
:D yes.
#12023
The Rumpus Room / Re: Name the Game
Tue 23/04/2013 21:10:30
Okay...
Quote from: Gribbler on Tue 23/04/2013 20:37:23
How many words are there in the title? :)
Spoiler
only half
[close]
#12024
The Rumpus Room / Re: Name the Game
Tue 23/04/2013 20:21:50
I see that pic slowed the game down, so here's another screenshot. Not sure how much more clear it will be :-\.







But, seriously, don't you see you only need 16 colors to make a game? And people keep asking how much to pay a background artist.
#12025
Engine Development / Re: Text translation
Tue 23/04/2013 11:45:34
Quote from: Ghost on Tue 23/04/2013 11:36:11
For main menu buttons alone it would be useful I think- right now you have to use graphics of your text if you want translations (by changing graphics depending on GetTranslation). If it isn't too much trouble, yes, please add this.
I think there's some misunderstanding. Button text should translate properly in 3.2.1 (don't know about lower versions).
I was speaking about letting to disable translations for certain gui controls.
#12026
I was able to reproduce same (or similar) error as DiPerla reported.
This happens almost every time, but on certain machine. I am not yet sure what difference causes this, but I have access to this machine almost every day, so chances are I may find out more; plus I run it under debugger.

OS is Windows 7 Ultimate N SP1.

First time I open the script, change something and save normally. The next time I make any change to that script and try to save, the message box appears, telling that script was modified outside the editor, asking me if I want to update it. When I hit "Yes", error occurs:

QuoteA first chance exception of type 'System.InvalidOperationException' occurred in System.Windows.Forms.dll

Additional information: Cross-thread operation not valid: Control 'scintillaControl1' accessed from a thread other than the thread it was created on.

Stack trace:
Quote
   System.Windows.Forms.dll!System.Windows.Forms.Control.Handle.get() + 0xc4 bytes   
>   AGS.Controls.dll!Scintilla.ScintillaControl.SendMessageDirect(uint msg = 2140, System.IntPtr wParam = 0, System.IntPtr lParam = 0) Line 684 + 0xe bytes   C#
   AGS.Controls.dll!Scintilla.ScintillaControl.SendMessageDirect(uint msg = 2140) Line 711 + 0xf bytes   C#
   AGS.Controls.dll!Scintilla.ScintillaControl.IsReadOnly.get() Line 625 + 0xd bytes   C#
   AGSEditor.exe!AGS.Editor.ScintillaWrapper.SetText(string newText, bool clearModified = true) Line 451 + 0x11 bytes   C#
   AGSEditor.exe!AGS.Editor.ScintillaWrapper.SetText(string newText) Line 441 + 0xd bytes   C#
   AGSEditor.exe!AGS.Editor.ScriptEditor.PromptUserThatFileHasChangedExternally() Line 206 + 0x2c bytes   C#
   AGSEditor.exe!AGS.Editor.ScriptEditor.Events_FileChangedInGameFolder(string fileName = "guiscript.asc") Line 230 + 0x8 bytes   C#
   AGSEditor.exe!AGS.Editor.EditorEvents.OnFileChangedInGameFolder(string fileName = "guiscript.asc") Line 108 + 0x11 bytes   C#
   AGSEditor.exe!AGS.Editor.AGSEditor._fileWatcher_Changed(object sender = {System.IO.FileSystemWatcher}, System.IO.FileSystemEventArgs e = {System.IO.FileSystemEventArgs}) Line 728 + 0x22 bytes   C#
   System.dll!System.IO.FileSystemWatcher.OnChanged(System.IO.FileSystemEventArgs e) + 0x84 bytes   
   System.dll!System.IO.FileSystemWatcher.NotifyFileSystemEventArgs(int action, string name) + 0xa1 bytes   
   System.dll!System.IO.FileSystemWatcher.CompletionStatusChanged(uint errorCode, uint numBytes, System.Threading.NativeOverlapped* overlappedPointer = 0x02a2d650) + 0x39d bytes   
   mscorlib.dll!System.Threading._IOCompletionCallback.PerformIOCompletionCallback(uint errorCode, uint numBytes, System.Threading.NativeOverlapped* pOVERLAP) + 0x54 bytes   
   kernel32.dll!@BaseThreadInitThunk@12()  + 0x12 bytes   
   ntdll.dll!___RtlUserThreadStart@8()  + 0x27 bytes   
   ntdll.dll!__RtlUserThreadStart@8()  + 0x1b bytes   

The line is:
Code: C#

m.HWnd = Handle;




UPD: I sort of found out why it causes this "different thread" error.
It looks like the "Script was changed" message box is actually created on different thread! I may simply ignore that message, click back on editor and continue to edit script, and every time I save more message boxes will pop up.

So, what we have here is two separate issues:
1. The message box on other thread (or non-modal).
2. The faulty changes detection.
#12027
Engine Development / Re: Text translation
Tue 23/04/2013 09:48:16
I was probably too quick with this fix. Now when I think about this, this translation might have been rejected on purpose; even if it wasn't, there might be cases when list box items should not be translated, e.g. when list box is populated with saved game filenames.

What if I add a new boolean property for ListBox, which would enable/disable translation for this control?
If it is a good idea, may such property be useful for other controls with text such as Label and Button?
#12028
Substring function does not change the string you are calling a function for.

This line:
Code: ags

labeltext.Substring(index, width);

will make a NEW string, which will be simply lost, because you do not assign it to anything. 'labeltext' won't be changed at all.
#12029
The Rumpus Room / Re: Name the Game
Tue 23/04/2013 00:55:27
I had slight suspicions, but the interface was a best hint :).

The next one, it made me start programming my own games on QBasic back in DOS times :)


#12030
The Rumpus Room / Re: Name the Game
Tue 23/04/2013 00:43:09
Death Gate?
#12031
The Rumpus Room / Re: *Guess the Movie Title*
Mon 22/04/2013 21:44:19
Quote from: Eric on Mon 22/04/2013 20:48:18
ââ,,¢Â«
So long, farewell, auf Wiedersehen, goodbye
I'm going to punch your face until you die
ââ,,¢Â«
This will go into the next Tarantino movie with Christoph Waltz.  (nod)
#12032
Engine Development / Re: Text translation
Mon 22/04/2013 21:42:34
The list box translation fix is making itself into second 3.3.0 beta or RC sub-version (adding this to our repo right away).
The 256-character WFN will be included into 3.3.1, I think.
#12033
The Rumpus Room / Re: Name the Game
Mon 22/04/2013 14:08:56
The Sinister Girl.  (laugh)
#12034
Quote from: Tramponline on Mon 22/04/2013 10:35:12
Since no one seems too eager :tongue: to take on the FAQs, Beginners FAQ as well as AGS FAQ (non-technical), I'd offer to compile an updated Q/A list.
I'd scan the 'Beginners' Technical Questions' section of recent years for questions that pop up frequently and which are not already covered in the FAQs (...or which are outdated).
Also those Q/As that are outdated due to changes in AGS & community developments etc..

Yes yes yes yes yes yes yes yes yes.
Also http://www.adventuregamestudio.co.uk/forums/index.php?topic=46471.0.

Simply put, this may be done only if there's someone who wants to do this :P (and has time).
#12035
This was posted somewhere on forums before, I just think I'll repost:
http://ru.scribd.com/doc/8350715/Grim-Fandango-Puzzle-Document-Original
#12036
The Rumpus Room / Re: Name the Game
Sun 21/04/2013 16:32:07
Yes :P
#12037
The Rumpus Room / Re: Name the Game
Sun 21/04/2013 16:06:38
#12038
Beginners' Technical Questions / Re: AddPoint
Sun 21/04/2013 15:04:06
POST DELETED

Actually, nevermind :).
#12039
The Rumpus Room / Re: Name the Game
Sun 21/04/2013 12:28:53
Legend Of Kyrandia 1?  :-\
#12040
For games built with AGS 2.72 and below it is possible to recover room scripts, because their plain encrypted text copies were stored in the game file for some reason.
In other cases (global script, custom modules, and room scripts in modern 3.+ AGS games), script is recoverable only as a compiled byte-code.
So far we have only a "disassembly" program made by one guy, but that really have little to no use for game developer, because all it does is convert machine byte-code into human-readable "assembly" commands (like "push", "pop", "jz" etc); therefore its main purpose is engine debugging.

To completely recover scripts we would need a proper decompiler. Which we don't have atm.


E: The reason why I am doing this on per-person basis is because when we first discussed this opportunity some older members of community expressed   worries that this may be used to rip off other people's work. That's why I do not distribute the "extractor" I am using in public.
(Still I am sure it is matter of time for someone else to do this eventually)
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