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Messages - Dualnames

#21
So prior to createfromfile, there is a check to check if the file exists.
So this is some sort of reading error. Investigating further.
#22
So, here is the funny part.

Code: AGS
bigSave=DynamicSprite.CreateFromFile(String.Format("$SAVEGAMEDIR$/saveHD%d.bmp",getSlot));
Wait(10);
bigSave.Resize(); //Resize is not what matters


This crashes. No matter what. The wait doesn't exist on my end. I am quite sure I don't do anything else after creating the sprite to cause this issue per se. This line gets called whenever you save the game. It runs once during that time.
#23
it is reading the correct file, for a second even the sprite is properly assigned to the UI button, and then it goes back to no graphic and then when the script reaccesses it it returns null. Which is absolutely weird.
#24
So, I'm trying Strangeland with 3.6, everything seems to work fine and perfectly, except on Linux and MacOS, it crashes whenever this function runs:

Code: AGS
bigSave=DynamicSprite.CreateFromFile(String.Format("$SAVEGAMEDIR$/saveHD%d.bmp",getSlot));

Well, it doesn't crash there per se, it crashes after it, if you try to access bigSave or whichever dynamic sprite you assigned with CreateFromFile. So to summarize, only on LINUX AND ON MACOS, if you do "CreateFromFile" with a Dynamic Sprite and then try to access it, it goes kablooie.

(And yes the file in question exists. It returns a null pointer. I'm wondering if this an omission on my end and the pathing needs to be written differently depending on OS?)
#25
That seems to resolve the issue, so yay!
#26
A small update I think it might have to do with either logitech mice or bluetooth mice.
#27
So, a user has bought The Excavation of Hob's Barrow (The game is compiled with 3.5.0.26) and their mouse is not initialized, any thoughts on why? Any thoughts on how to fix that?

https://steamcommunity.com/app/1182310/discussions/0/3367027831290388972/?tscn=1664630707
#28
That makes sense. Imho, either moving to sdl sound mixer [which allows for callbacks (that still means manually writing the effects)] or imho OpenAl Soft [which has all these effects already implemented] would be a great step down the line.
Regardless, I do understand your point of view (just wanted to state my thoughts more explicitly), and I would love to help out if I can with such implementation.

I think (2) makes sense 100%.
#29
Sorry to necropost this. I've been looking into the engine, and one thing strikes me as weird, the choice of MojoAl. Don't get me wrong it works for what it works for, but wouldn't switching to OpenAl - Soft give like the same features + all the cool effects (Reverb, Pass Filters, Echo, Delay, etc)?
Open Al has been rather 'abandoned' since 2012 or so.
#30
Yes, everything else works perfect! It works when it replaces english text [via the translation] it also works if i type greek characters into a label on the editor as well.
#31
@eri0o Yes!

@CrimsonWizard Also yes, it's already set there.

Does the script API and compatibility need to be at 3.6.0? It's set to 3.5.1 atm.

EDIT: eri0o if it's small can u send me over that project where u tested the thingie, to see if it works on my end? If it does, it's an error on my end, if it doesn't there's something else.
#32
qwerty, I've installed Greek and Korean, and used both mine and the onscreen keyboard, windows 10.
#33
Meanwhile on the "on_text_input(int ch)" front, it seems to work, but it's not capturing all keys. Specifically, for example greek alphabet/happens partially on korean too.

Code: AGS

function on_text_input(int ch)
{
player.SayBackground(String.Format("%d",ch));
}


Shows nothing on the majority of the key presses. For instance typing "αβγο" which would be A->B->G->O doesn't show any number on that say command.
Thoughts?

#34
The log is the same with "default" set on audio device, it reverts to "directsound"

pasting their acsetup.cfg
Code: AGS

[graphics]
driver=OGL
filter=StdScale
fullscreen=desktop
game_scale_fs=proportional
game_scale_win=round
refresh=0
render_at_screenres=0
vsync=0
window=default
windowed=0
[language]
translation=
[misc]
antialias=1
cachemax=131072
shared_data_dir=
user_data_dir=
[mouse]
auto_lock=0
speed=1.5
[sound]
driver=
enabled=1
usespeech=1
#35
Also meanwhile a user of Old Skies, is running into this error:

Initializing audio
SDL : ERROR: DEBUG: Audio target 'dsound' not available
Failed to initialize audio backend: Audio target 'dsound' not available
Audio is disabled

That's as much as I can gather.
"Dunno if it has a name, it was packed with my old headset from Beyerdynamics.   Or is it just some sort of converter? I have no idea from such things.  It's still weird for me though that it only happens on this AGS version as it seems?"


Whereas, they are using an external soundcard connected via USB on their PC. Tried a bunch of settings on the audio device, but no luck."
#36
Yes. If we're talking about the same thing!
#37
That's awesome, one problem however, even though I have it set to false, which means the new key should be enabled.

Code: AGS
function on_text_input(int ch)
{
QuitGame(0);
}



This callback never gets executed, unless it needs to be in globalscript. I assume me pressing any key on a textbox would trigger this.
EDIT: Even in globalscript it doesn't.
#38
Do textboxes support unicode? Meaning can I write something in a textbox, and provided the font exists, have it displayed properly? What i mean specifically, is let's say i have a font on a textbox that displays greek characters, can i write in greek in the game on said textbox or no?
#39
This user's OS is Windows 10, and his soundcard is "Soundblaster ZxR" and he's using "Voicemeeter Potatoe" for sound controls [whatever that means].
EDIT: 2nd case [the one reported by Dave, also Blackwell Epiphany is on 3.5.1.13 so naturally the issue is not there]
#40
Quote from: Snarky on Tue 14/06/2022 15:38:02
Quote from: Dualnames on Tue 14/06/2022 12:42:02
https://steamcommunity.com/app/1346360/discussions/0/3416557114763335804/?tscn=1655196272
This kind of a weird issue, I'm not sure I understand the problem here, to fully answer this.

Christ, the whining! "Nausea" because the cursor updates at 40 fps. (roll)

Old Skies actually runs at 60 fps, same as Unavowed.
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