This gave me an idea, maybe we should add a command line option for the engine to ignore plugin files and go straight to stubs.
E.g. "--no-plugins".
E.g. "--no-plugins".
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Show posts MenuQuote from: eri0o on Sat 20/04/2024 20:58:22That's a good call. This reminds me if anyone is wary of someone sending an AGS game, remember you can run others AGS game with a run-time, ScummVm or agsjs - I may need to update the website to the latest version but anyway it usually works.
Quote from: timofonic on Sat 20/04/2024 18:16:34Does it contain all branches from SVN and such?
Quote from: timofonic on Sat 20/04/2024 18:16:34Did the conversion from SVN to Git cause some kind of lost data?
Quote from: timofonic on Sat 20/04/2024 18:16:34Does someone have a backup of the Subversion repo?
Quote from: Cassiebsg on Sat 20/04/2024 13:50:40The old template had one of the inventory items (the pipe flutes) set to InstantUse, it would make the character play them , instead of picking it up from the inv. window. Maybe the new template should also have one item set in InstantUse ('m assuming it doesn'y now)?
Quote from: timofonic on Sat 20/04/2024 00:51:44I am trying to track down the earliest code release of AGS. I have looked at the earliest commit on AGS GitHub repository, but I am uncertain if this is the same as the original forum zip release. If anyone has a cached copy of the original forum zip release, it would be incredibly helpful for future reference.
I found the following forum thread, but the svn server is offline. I wonder if there's some backup somewhere: https://www.adventuregamestudio.co.uk/forums/engine-development/initial-ags-engine-source-code-release/
Quote from: eri0o on Fri 19/04/2024 20:03:07I have a weird memory of seeing somewhere a string like "ikl8gjdpq1Tb" used to figure the height extension of a font but can't figure in which code I saw this...
/* The values of `ascender', `descender', and `height' are <...>
/* */
/* Unfortunately, due to glyph hinting, these values might not be */
/* exact for certain fonts, they thus must be treated as unreliable */
/* with an error margin of at least one pixel! */
/* */
/* Indeed, the only way to get the exact pixel ascender and descender */
/* is to render _all_ glyphs. As this would be a definite */
/* performance hit, it is up to client applications to perform such */
/* computations. */
Quote from: cat on Thu 18/04/2024 18:41:34- When opening the project in AGS editor, I got a message that I'm using a newer version of AGS. Which is the intended version? Is it the last stable?
Quote from: cat on Thu 18/04/2024 18:41:34- How do we work on this? Of course, we will discuss things first, but afterwards? Just make a fork and then pull-requests? Who is responsible for merging them?
Quote from: cat on Thu 18/04/2024 18:41:34Should we have something like "room-owners", i.e. every room has a person who decides what goes in? Or is this all a community effort?
Quote from: Khris on Thu 18/04/2024 16:11:50Btw, you can let AGS do the heavy lifting and simply use savegames.
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