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Messages - Crimson Wizard

#2541
Quote from: Snarky on Fri 02/12/2022 09:17:32Some way to support this would make the scripting language a lot more powerful and convenient: for example, you could write mathematical functions that could take either ints or floats as arguments (function overloading), create generic functions that could, for example, manipulate arrays of arbitrary types, etc.

Variadic functions, function overloading and generic functions are completely separate language features, that should not be mixed!!!

Variadic functions do not restrict the number of args, and are not typesafe (you cannot enforce an argument type in the prototype). Overloaded and generic functions restrict number of args and are typesafe (with generic function you can at least enforce that arguments and return values are of the same type, if necessary).
#2542
Quote from: actaria on Thu 01/12/2022 20:04:55I am now trying to use the module

Code: ags
function room_RepExec()
{ 
if (PPColliding.CWithC(character[0], character[15])) {
cChar1.Say("i am dead");
  }
}

I don't exactly know what the problem with this is, but would like to point that you don't have to do "character[0]" and "character[15]". Whenever a function requires a Character* pointer, you may pass a script name, similar to how you are using cChar1 to call "Say":

Code: ags
if (PPColliding.CWithC(cChar1, cAnotherChar)) {

This makes it easier to understand which characters you are refering to.
#2543
Updated the examples here:
https://github.com/adventuregamestudio/ags-manual/wiki/Camera
https://github.com/adventuregamestudio/ags-manual/wiki/Viewport

Besides the strange scrolling example, I found couple of minor mistakes. Rewrote the zoom examples to keep aspect ratio.

Maybe will release a patched 3.5.1 version in a few days.
#2544
Quote from: actaria on Thu 01/12/2022 16:54:12Do i simply have to copy the ".scm" file to my Adventure game studio directory ?

You need to right click on "Scripts" and select "Import script module", then choose the scm file. The scm file may be anywhere. The Editor will unpack scm into the script files and add to your project.

Because the module is so old, there may be problems with it running in the contemporary version right away. In this case you'll have to adjust some settings in "General Settings - Backwards Compatibility", but I cannot tell which without trying the module first.
#2545
Quote from: actaria on Thu 01/12/2022 00:29:32I don't know maybe this is just me  :-D
I managed to do the scrolling thing after a few times reading it so the manual is good.
I just though that i had to create a new camera to do the scrolling.

No, it's the manual that makes a wrong impression.

I just checked it, and the example makes no sense. At the same time there's no example of a proper simple scrolling (for example, for SetAt article).

It's quite possible that more people have already used the wrong method because of this. Maybe it even makes sense to release a new patch for 3.5.1 to prevent this problem in the future.
#2546
Quote from: actaria on Wed 30/11/2022 23:27:39This is the first time i use Camera functions so i copy paste the manual

I guess this means that the example in the manual is misleading, I will try to change it.
#2547
I do not think that creating a second camera is necessary here. This is a common camera scroll case, in this situation you could simply move existing camera, and result will be exactly the same.
#2548
Quote from: Snarky on Tue 29/11/2022 22:08:55I'm running Windows 10 in VirtualBox to build the project, and running the EXE in Wine, both on MacOS 10.13.6.

So, to clarify that I understand right, you are launching the game in Wine under Mac?
#2549
"Clickable" only means that you cannot click on character itself, but it does not disable any other controls.

If you want a state where controls do not work, you need to introduce some global variable (like, "IsDead"), and test it in on_mouse_click, before the place where you call ProcessClick and similar commands, to prevent these.

Same, if you have keyboard controls for player walking and interacting with the world, you will have to test this variable before doing anything.
#2550
So, the crash happens inside SDL2.dll. Afaik we do not have debug symbols for this library? Unless we build it ourselves...

@Snarky, could you try using this SDL2.dll instead and repost the crash dump if crash happens again?
https://www.dropbox.com/s/ionvpr7nfla17zv/SDL2-2.24.1-Debug.zip?dl=1
#2551
Quote from: Snarky on Tue 29/11/2022 19:42:18Presumably there are some aspects of 3.6 builds that aren't supported on my environment. Did the crash dump tell you anything?

Ah, unfortunately I did not download it earlier, and it's not available now.

I am also on Windows 7, by the way.
#2552
Quote from: Snarky on Tue 29/11/2022 16:30:49Here you have copies of the project both before and after the version upgrade.

Hm, I tried both 3.5.0 and 3.6.0 projects with the 3.6.0 RC3, and see no crash on game launch...
#2553
Quote from: Snarky on Tue 29/11/2022 14:47:58I made a small project with 3.5.0 yesterday. When I tried upgrading, rebuilding and running it with this RC today, it crashes on launch. (Crash dump)

Would it be possible to get a 3.5.0 project itself (or at least one upgraded to 3.6.0, if 3.5.0 is not available)? If the crash is related to an incorrect upgrade, for example, then it will be easier to find out what went wrong.
#2554
Updated to RC3 (3.6.0.38)
(use download links in the first post)

Editor:
 - Fixed property grid's combo box not drawn correctly if a color theme is applied.
 - Fixed project tree's folders collapsing when renaming an item in its properties.

Engine:
 - Fixed WaitInput() incorrectly handled "input type" argument.
 - Fixed empty view loops (with no frames) unexpectedly playing a sound clip with id 0 when being switched to.
 - Fixed crash if slider's handle image was set to negative sprite id (this was possible to do in the older editors).

Compatibility:
 - Use the dummy frame if current character's speech view loop does not have any (happens in some old games).

Reported issues remaining:
* GUI controls incorrectly blend (mix colors) with the parent GUI if parent's transparency is anything but 0.
* Direct3D is said to still be not fully stable when alt+tabbing in exclusive fullscreen mode: https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-3-6-0-release-candidate-rc1/msg636650995/#msg636650995



Unfortunately, I was only just now told by Alan Drake, that the GUI controls are drawn incorrectly if their parent GUI has non-zero Transparency. In short, they mix colors with the GUI's colors, as if they were translucent on their own relative to the parent. This is related to the recent change in 3.6.0 that makes these gui controls drawn as separate textures by Direct3D/OpenGL renderers (for perfomance purposes). This is a serious problem, and I will have to suspend the final release until the solution is found and implemented.
#2555
This error means that you somehow have two translations under same names in the project.

The editor should've perhaps not break on this situation, but under these circumstances you probably can try fixing the project by hand.

If you open Game.agf in a regular text editor (or xml editor), and search for "<Translations>", you'll see a list of translations in your game. It should look something like:
Code: xml
    <Translations>
      <Translation>
        <Name>New Translation</Name>
      </Translation>
    </Translations>
See if there are any duplicates, and remove them by hand.
#2556
Quote from: Pax Animo on Fri 04/11/2022 00:59:39I'm having issues with the pull down properties menu for rooms/gui's... and so forth. The pull down menu does not show or at least it simply shows a white box.

@Pax Animo, could you check out this temp build and see if it fixes the problem for you?
https://cirrus-ci.com/task/5409147177402368
#2557
I forgot to mention, here's a temp build with a fix:
https://cirrus-ci.com/task/6660020364902400
#2558
I also do not quite understand the question. You are supposed to supply fonts to your game yourself, the ones that come with the template are basic placeholders. If they don't match your needs, then replace them with the better ones.

AGS can use WFN and TTF fonts. WFN fonts support up to 256 characters, TTF may have thousands (they are unicode-compatible). As of AGS 3.6.0 the game can also work in ASCII or UTF-8 text formats (this may be selected in the General Settings). Depending on the chosen format your fonts must match either Unicode or ASCII/ANSI codepage.

In regards to the Radiant's Fontedit, that's a very old program. There's a newer WFN editor here:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48527.0
#2559
The reason for this: AGS creates 1 dummy frame for each empty loop, but the "linked sound" parameter of this dummy frame has wrong value - #0 instead of "no sound", so it thinks that it should play sound #0.
#2560
Hah, I actually did not know that you can do that directly to TextWindow :). I was thinking more about having fully custom gui where you'd also have to draw the borders yourself, but if this works with TextWindow, that's even better.
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