Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Dave Gilbert

#561
So I have been using this plugin for four years now and had no problems. I would seriously be lost without it. Today, sadly, I have hit a snag.

My game has a lot of background conversations (e.g., non-blocking). It got very complex very quickly, so I created a system that generates them fairly quickly. I've created an array of structs called bgConv, with each struct in the array containing the character, the line to be spoken, and the audiofile name (currently "null" until I get the VO in). I created a command, attached to the struct, called "convSetup" which is used like this:

Code: ags

    BGconv VillageEye2;

    function BGsetup()
    {
        VillageEye2.convSetup(cEli, "Do these drawings on the wall mean anything to you, Mandana?",null);
        VillageEye2.convSetup(cMandana, "I can not decipher their meaning, but I do get a sense of... reverence?",null);
        VillageEye2.convSetup(cEli, "Reverence. Like worship?",null);
        VillageEye2.convSetup(cMandana, "It is only a feeling.",null);
    }  


The plugin can pick up dialog that is called by global functions, but that doesn't seem to apply to functions that are subcommands of other objects (like structs).  Is there a way to enable Speech Center to pick up these conversations? Or should I cut my losses and just redo how the function works? In hindsight, I probably should have tested this out long before now.
#562
Oh wow. I completely missed the fact that this was happening! Perils of Daddyhood.

Thank you all so much! :) And major kudos to Technocrat and everyone else involved in Technobabylon!

-Dave
#563
Quote from: Crimson Wizard on Wed 01/06/2016 15:35:09
@ Dave Gilbert: I think I fixed the problem that was occuring for you.
http://www.mediafire.com/download/5ruoaw094t4oau4/acwin_3.4.0.7-improve-winsetup.zip

This one seems to work! Thanks CW. :)
#564
Quote from: Crimson Wizard on Tue 31/05/2016 21:38:32
Could you put this in the acsetup.cfg file -
Code: text

[misc]
log=1

- run the game again to produce same error, then go to C:/Users/<username>/Saved Games/.ags and post the contents of "ags.log" here?

Sure. Here you go:

Code: ags

Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2016 others
ACI version 3.4.0.7

Installing exception handler
Initializing allegro
Reading configuration
Looking for game data file
Game data file: d:/Unavowed/Compiled/Windows/Unavowed.exe

Game data version: 47
Requested engine version: 3.4.0.7
Setting up window
Initializing TTF renderer
Initializing mouse
Mouse confined: (0,0)-(319,199) (320x200)
Checking memory
Initializing audio vox
Audio vox found and initialized.
Initializing keyboard
Install timer
Initialize sound drivers
Trying digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'Auto' (0xffffffff)
Installed digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Install exit handler
Initialize path finder library
Load game data
Game data version: 47
Requested engine version: 3.4.0.7
Game GUI version: 118
Unavowed
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Game native resolution: 640 x 360 (32 bit)
Device display resolution: 1920 x 1080
Game settings: windowed = yes, screen def: scaling, screen size: 1920 x 1080, match device ratio: ignore, game scale: proportional
Built library path: d3d9.dll
Using graphics factory: D3D9
Created graphics driver: Direct3D 9
Supported gfx modes (32-bit): 
	320x200;320x200;320x240;320x240;400x300;400x300;512x384;512x384;
	640x400;640x400;640x480;640x480;800x600;800x600;1024x768;1024x768;
	1152x864;1152x864;1280x600;1280x600;1280x720;1280x720;1280x768;1280x768;
	1280x800;1280x800;1280x960;1280x960;1280x1024;1280x1024;1360x768;1360x768;
	1366x768;1366x768;1400x1050;1400x1050;1440x900;1440x900;1600x900;1600x900;
	1680x1050;1680x1050;1920x1080;1920x1080;
Supported gfx modes (24-bit): none
Requested gfx filter: StdScale
Using gfx filter: StdScale
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 1920 x 1080 (32-bit) windowed
Attempt to switch gfx mode to 1920 x 990 (32-bit) windowed; game frame: 1920 x 1080
D3DGraphicsDriver: InitializeD3DState()
Succeeded. Using gfx mode 1920 x 990 (32-bit) windowed
	filter dest (0, -45, 1919, 1034 : 1920 x 1080), render dest (0, -45, 1919, 1034 : 1920 x 1080)
Preparing graphics mode screen
Initializing colour conversion
Mouse control: off, base: 1.000000, speed: 1.000000
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Cannot open translation: default.tra
Prepare to start game
Mouse confined: (0,-45)-(1919,1034) (1920x1080)
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1
#565
It only started with the version in this thread. When I switched back to the original 3.4.0.7 version of ACWIN, the game worked fine.

My game is 32-bit.
#566
Thanks CW!

I compiled my game with the new ACWIN and played around. Sadly, using any type of scaling in windowed mode results in a black screen. The music plays, but the screen is completely blank. Running in full-screen or a non-scaled window (native: 640 x 360) is fine. I am trying to run the game in Direct3D mode if that helps. (AGS games don't even run in DirectDraw mode on my computer!)

edit: I found one scaling setting that DOES work. If I select x2 it works fine. Any other option but "None" results in a black screen.
#567
I remember that conversation, SinSin! I was terribly jetlagged and didn't feel like climbing up a mountain. I stayed behind along with you and... I think it was Annie? I remember complaining that it was July and freezing. :)

Anyway, thank you all again for the well-wishes.
#568
Oh, I'm totally willing to sell out. Only problem is that nobody is buying yet. :)
#569
June 1st will mark the 10 year anniversary of when I sat down to make The Shivah, our first commercial game. I decided to do a little victory lap and commission a piece of artwork to commemorate the occasion:



This includes every player characters from every one of our games that we wrote or published. All the successes, all the flops, everything in between, all together.

Thanks to everyone on this forum. Even though I don't post often anymore, this place has always been our foundation.

Ten frigging years. An exhausting prospect, but a satisfying one. Here's to ten more!

-Dave, feeling old
#570
Thanks Calin. Sadly, that didn't work either. Although the problem seems to be on my end. I click "unblock" and then "apply" and then exit, but when I check it again it says that the application is still blocked.

edit: OK nevermind. I snagged the tool mentioned in this thread and that seems to have solved the problem. Thanks for the help!

edit2: Well, crap. It managed to solve the problem ONCE and then instantly reverted itself. My computer is being stubborn it seems.

edit3: OK so the problem was that I was running AGS from the "program files" directory which has extra security on it. I moved it to another folder and it works fine. Hurrah!
#571
Everything works fine so far, but when I run a test build I get this dialog window:



I can hit the "run" button and play the game, but is there a way to get rid of this completely? I've tried unchecking the "Always ask before opening this file" box, I've tried running in admin mode, I've tried changing the security settings. Nothing seems to do the job. This didn't happen with the previous version of the engine.

Thanks again!

-Dave
#572
Downloaded and testing now! Will dutifully update this thread if there are any problems. I'm replying now merely to echo the "Thanks CW!" praises of everyone else. Thanks CW!
#573
Quote from: Crimson Wizard on Mon 02/05/2016 02:13:29
Okay, an update. We just had one (probably most difficult) "blocking" issue resolved; I am planning to work hard next days, getting the rest of the merge done.
I will have to make a break for several weeks soon, so I hope I can release a new Beta version on this week.


Thanks CW! Really looking forward to it!
#574
AGS Games in Production / Re: Unavowed
Sat 30/04/2016 03:39:31


Gratuitous sewer level.
#575
Yep. I get that. Which is why many prefer using DirectDraw than Direct3D, even though DirectDraw isn't supported anymore. It gives really unpredictable results especially on modern laptops, which made problems extraordinarily hard to troubleshoot. But that's a discussion to be had a later time! Thanks again.

edit: That said, I switched to DD mode and tried it out. It worked, although it restarted my game when doing so!
#576
Ah. I see. It's been my experience that DirectDraw doesn't work on a lot of modern computers anyway (we had more problems with games that run solely in DD mode than we can count). So sussing out a way to get Direct3D working would be great. Thanks again, CW!
#577
OK, so I tested it and got some weird results. I compiled and ran in full-screen mode. I pressed alt-enter, then I heard the "Windows error" sound and the game just froze. My standard windows mouse cursor appeared on the screen and I could move that around, but the game's mouse cursor remained frozen where it was. I could only get back to the desktop by going to the task manager, and then I saw this error message:



I am running the game on a windows 8.1 laptop. Screen resolution is 1920x1080.  The game itself was running in Direct3D, using the mode "Bind to game scaling (force desktop ratio), filter "nearest-neighbor", and scaling "max fit."

edit: Interestingly enough, alt-tabbing now works totally as expected in full-screen mode, when it didn't used to do that before.
#578
Why haven't I seen this before now? This is a feature our fans have been requesting for EVER. Will test later today!
#579
Would *love* to come but family responsibilities say no. Maybe next year.
#580
That looks like a high-res font in a low-res game? I know those tend to look VERY ugly.
SMF spam blocked by CleanTalk