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Messages - DoorKnobHandle

#721
General Discussion / Re: Some weird question
Mon 20/12/2010 16:57:03
Probably depends on the country. I know that in Germany it is legal to include "public" people, parody or not (that is all information to the best of my knowledge, don't take it for granted). So you could absolutely use Lady Gaga and Slash, just not use any photos somebody else has taken of them but instead draw them yourself I guess. Even though, realistically I'd say just go ahead. Nobody will sue over you for including a star like that in an AGS game.
#722
Haha, Vince's sphere looks awesome! Firefox displayed the map fine here BTW!
#723
Oh yeah, I welcome a server reset. Will give me a chance to actually try again and make a proper home, so far both my attempts ended up being horrible abominations from another dimension.
#724
Oh, misunderstood the problem there, sorry. There is a way to open it in the system settings but it's easier clicking the speaker icon. Apparently "sndvol" only works on Vista and newer..?
#725
I'm actually in a similar position, I have watched about 100 ~15 minute Let's Play episodes on Youtube (from different authors, X's whole series for example) and I'm ITCHING to play it myself (have toyed around with the free World Builder version for quite a while) but I just don't have a Paypal or Internet-compatible credit card, nor do I want to get one just for this.
#726
I have written a plugin that actually uses Direct 3D 9 that achieves the same effect. It runs extremely fast (I tested like 6-8 layers of "add" layers at 1024x768 and it didn't not slow down at all) but it forces your players to use the D3D9 driver instead of Direct Draw (which means they have to have a graphics card that supports pixel shaders). Also, your layers have to be power of two-sized (ie. 512x512 or 1024x1024 for example), but they will be stretched across your room properly of course. The plugin will be used in Fountain of Youth and it is still being tested, might be released pretty soon though depending on how much time I get and how many people are interested. Oh yeah, it currently only supports the Photoshop blend mode "add", too, not quite sure if the others are possible in D3D9.
#727
Quote from: Mods on Sun 12/12/2010 05:57:46
What is run > sndvol on XP sp 3? Yay

Hit the Windows button + R and type in "sndvol". It's your Windows mixer. :D
#728
General Discussion / Re: Ramen recipes?
Wed 01/12/2010 23:05:09
Check out this thread on teamliquid.net - that's a huge Starcraft-related community. Since that game is big in Korea, it's also dedicated to Korean/South East Asian culture as well.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=30466

36 pages should be more than enough. Also, ramen kicks ass.
#729
First of all, you definitely want non-blocking movement, after all other things should happen while the crab moves in the background (I assume). You're problem is that you're calling your code in the rooms repeatedly execute function. This means you're basically spaming the poor thing with walk-to commands but never let it actually perform the move.

Instead try this:

Code: ags

function room_RepExec()
{
      if(!cCrab.IsMoving())
      // if the crab is not moving (ie. we just loaded the room or it reached a waypoint
            cCrab.Walk(100+Random(100), 100+Random(100), eNoBlock,  eAnywhere);
}


This checks if the crab is not moving (anymore) and, in that case, assigns it a new walk command. The way I used the random in there means it finds a random location between 100 and 200 on both the x- and y-axis, you should adapt this to the region you want it to move in.

Notice how the check for cCrab.IsMoving means we do not spam it with orders that it can't fulfill but rather wait for it to do the things and only then give it a new direction.

Hope this helps, code is absolutely untested and may contain typos. Feel free to ask if something remained unclear!

EDIT: Beaten but whatever, I have a different solution/explanation...
#730
Is 6.5 years a new record? You'd think so. :D
#731
Oh, I only did it for one project accidentally. Awesome, thanks, ProgZ!
#732
Has anybody gotten it to work with 2010 Express Edition yet? I loaded the project up, it converted it for 2010, said it worked fine. If I run it immediately, it builds fine but then crashes because it is said to target .NET 4.0 - if I change it to target .NET 2.0 instead, close and re-load the solution it doesn't build anymore. Throws me ~950 errors of the kind: "The type or namespace name 'Types' does not exist in the namespace 'AGS' (are you missing an assembly reference?)".

Since I'm 100% new to C# and this IDE, I don't quite know what's going on and - especially - how changing the target framework can cause these kind of errors. I do have the irrklang.net.2.0.dll downloaded and referenced as well.

And I noticed there were no pre- or post-build actions in the solution. Maybe the got dropped during the conversion?

EDIT: Oh, just found some additional warnings: "The primary reference "C:\AGS Source 3.2.0.103\AGS.Types\bin\Debug\AGS.Types.dll" could not be resolved because it has an indirect dependency on the .NET Framework assembly "System.Xml, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" which has a higher version "4.0.0.0" than the version "2.0.0.0" in the current target framework" - is it possible to change that version for the resource? Can't find any way to do that so far. Or do I have to use an older version of the IDE such as 2008 Express Edition?
#733
General Discussion / Re: StarCraft anyone?
Fri 22/10/2010 21:30:17
Well played. They got what they deserved! :D
#734
General Discussion / Re: StarCraft anyone?
Thu 21/10/2010 19:57:19
Sure, I still have you added so we can talk when we see each other on Bnet 2.0, Crimson. I can't really say when I'll be on since I don't have the time to play "whenever" anymore. :D More like, 30 minutes time for a game or two spontaneously.

And DeadSuperHero, still up for a game of SC1? If you can run Starcraft and enter Battle.net we can play. It still works!
#735
General Discussion / Re: StarCraft anyone?
Wed 20/10/2010 22:56:16
Looks like it.

Quote from: Gameranger FAQ
I'm on a Mac. Can I play against my PC friends?
Yes! Some games offer cross-platform play between Mac and PC and are listed here. The others are not compatible at all, usually due to technical reasons with the games themselves. This is not a limitation of GameRanger.

Alternatively, if you have an Intel Mac, you can install Windows on it using Boot Camp, and play your PC friends with all games that way. You will need to get PC versions of those games.

Hm, actually, it doesn't list Starcraft under the supported games. I also suppose you're on a Linux machine right?

Well, we can always go with standard BNET as well. Let me know if you wanna play, I do have some time now.
#736
General Discussion / Re: StarCraft anyone?
Wed 20/10/2010 21:18:27
You are talking about Starcraft 1 I assume? We all kinda went to gamerangers. It's a neat and tiny tool with which you can easily hook up and play games with good latency. There are instructions on how to sign-up there in this thread *somewhere* or just head over to gameranger.net. Do you have a working retail version (need to be updated, connect to bnet once to make it update).
#737
Are you planning on making this plugin open source? Because I don't think it makes too much sense to have two separate plugins, on for the controller support and the other for force-feedback. I have no experience with this (but with Direct3D and DirectInput I do have some) and I would give it a try. I won't have the time to write my own gamepad plugin from ground up though. Of course, I don't wanna force you to release your source code. :D
#738
This is awesome, planning on using this in a couple of projects! Is there any way you can get force feedback functionality in there?
#739
Hey, thanks! I tried it with the render target but it causes the same problem - apparently the render target is 640x400 in a 640x400 even when it's running at x2 scale. Weird.

Trying to parse the acsetup.cfg file now. That's a pretty good idea BTW! :D

EDIT: Nevermind, seems I am getting the proper resolution from the render target. Sorry for that.

Don't really have the time to work on anything apart from this project at the moment, and I don't have any experience with multiple render targets or multipass shaders myself I'm afraid. Thanks for the offer tho.
#740
Hi guys,

I have a problem. I have written a nice C++ plugin that uses the D3D9 driver to overlay any adventure game room with a fullscreen quad (a layer basically) and blends that using true additive blending. As far as I know, this effect is really not doable from within AGS any other way.

It works and gives awesome results - but one thing is bugging the living hell out of me:

(1) If the user runs the game using a graphics scale filter from winsetup.exe (say x2), that fullscreen rectangle only covers the top-left quarter of the screen. It doesn't get scaled along. Scaling that thing myself would be trivial but I haven't found a way to actually determe if the game is running at a different scale or not.

(2) If I run this (640x400 BTW) game in fullscreen instead of windowed, and only at x1 scale without modifier from winsetup.exe, it puts black bars all around the screen, to the left, right, above and below it. I don't quite know why that happens but it's always been like that on my 1920x1080 screen. Switching any options around in the game and in winsetup.exe achieves absolutely nothing, no change whatsoever. This isn't so much of a problem, but when it has the black bars on top, my fullscreen quad is offset by that as well. The bars left and right don't matter at all, but those that (I assume) AGS just draws on the screen there, the top and bottom ones, they affect the position. So the room 0/0 is actually somewhere around 100/100 in actual screen coordinates. My fullscreen quad should be at 100/100 but it is at 100/0.

Is there any way to fight these issues?

Any input is well-appreciated!
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