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Messages - Dusk

#41
Quote from: subspark on Tue 04/03/2008 22:21:37
CJ Fixed the Perforce BUG when I reported that AGS wouldnt launch. It was suggested by Chris that i rename a dll in the perforce directory to 'iforgethename.dll.no'. I can't remember if this workaround had been eliminated by now.

Mmm if I remember I had problem with Perforce by itself.. I don't remember about AGS not starting. By the way, I'm not sure of the advantages/disadvanteges of using SVN against something "AGS supported". I mean, to sync binary files you had to do stuff out of AGS if I remember well my test... so, the generic and already experienced SVN/TortoiseSVN method shouldn't be worse that the other one? Or am I missing something BIG?  ???


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I'm glad to hear you've found a system that works for you. I can't say that I would be satisfied with the same method because my artists would end up waiting around for one another to finish committing their changes to the ever evolving 'acsprset.spr' where as if the data was external to the editor, single sprites could be upgraded.

Sure, I can understand your frustration about this... I suppose our development is a bit more timely relaxed and, btw, usually only my pal BobaFonts works on the sprites, and 90% of the times I only mess with the scripts, so our collaboration is generally "easily split".

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I am a project lead and an artist so you can imagine the drama of having to essentially halt production for me to go in and make technical changes to the rooms, fonts, GUIs and oversee all the work that has been done. Eeaargh! :)

Yes I sure imagine that :)
IMHO AGS 3 is by itself a step forward in the right direction (XML, separated script files for rooms...) and I'm sure that CJ will go on in improving the collaborative-work-friendness of AGS (while I can understand that it might not be high-priority).

Good luck with your projects, Paul!

D.
#42
Quote from: subspark on Tue 04/03/2008 13:35:09
[2] The author has more control over how their game data is distributed and can better manage projects where multiple people are involved. An SVN repository could be created, for example, and daily builds could be done with the latest file revisions that are checked in by fellow team members throughout the day.

Hi, just a quick note about this: having problems with Perforce (natively supported by AGS), we SOTE-guys begun using SVN with our project.
I wasn't sure of how it would have been working with big binary files like acsprset.spr - about 180 Mb at the moment - but I decided to try and we're very satisfied: SVN uses binary diffing with non-text files, and performance is much better than expected.
We frequently commit/update using a linux home server on my ADSL connection (max upload 40 Kb) and we're very happy of how it's working.
We try to not mess-up with conflicting updates, but for now we didn't have any problem. And hey, if something will go really bad, we can revert to a previous version :)

So, while I think that it would be really cool if AGS could get resources directly from a file system directory tree (moving and updating stuff would be easier), I have to say that isn't a critical feature for using a SVN repository (as I was frighten of).

Baaad english today, greetings from Italy :)
#43
Scenario: I modify a script header.
I try to test the game, and the editor rebuilds all the rooms. Then, the parser spots an error in the script...

...would it be possibile/easy to check the script before the whole rebuild thing?

Bye ;)

#44
Quote from: Pumaman on Sun 18/11/2007 22:37:07

Hmm, well AGS doesn't actually open the Game.agf file until it has constructed the XML to save, so if it has hung in the middle of the actual file write that seems to indicate a potentially serious problem.


I just wanted to clarify that the system freeze didn't probably depend on AGS: it was a total Windows freeze (I don't know the details: it happened to my friend BobaFonts... maybe some hardware issue or... eeek... Vista issue :)) that happened in the worst moment...

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However, I'll certainly look into adding some sort of backup of the file, like 2.72 used to do for the main data file.

Perfect, thanks  ;)

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There is a "Source Control integration" page in the manual that briefly describes it. At the moment, AGS doesn't add the sprite file or the music/sound files to source control, because they are large binary files and therefore not really suited to source control systems. This does pose a bit of a problem for using the source control feature, because the scripts and rooms are the only things that you can sensibly check in/out on different PC's. With the current way the sprites are stored, I'm not sure what can be done to make this more usable.

Mmm yes, I can understand the problem here. Rooms and scripts are the most changed units, so I suppose that this is a "good enough" situation... and we just have to be careful to not add sprites without manually "keep in sync".
I'll let you know of problems/ideas as we have time to experiment with collaborative development :)

Thanks, bye!
D.
#45
Hi, while working on SOTE with the latest beta (15), there was a total system freeze while compiling.
On reboot, the editor didn't open the game... not finding the xml root element in the Game.agf file. I (h)examined the file and it was just a pair of megabytes of NULL bytes...  :(

I restored the file from a backup (and I'm not sure of what could happen... please warn me if something can seriously break by using an old Game.agf with the newsest files - for example, there are new views/rooms/sprites that weren't present at the backup time... but I suppose that the Game.agf is primarily a collection of general settings/room index....)

By the way, my suggestion here is making AGS keep some sort of Game.bak updated to the latest non-potentially-distructive operation (before opening Game.agf for writing the XML serialization, I suppose).


Another v3 thing: I didn't read exactly ALL the recent threads, has the source versioning control been described somewhere? I setup a Perforce server and we'd like to work in concurrency but I'm not sure of what can be done without causing some breakage.
I saw that rooms and scripts are in separated files, and that's great, but what happens with global stuff such as the Game.agf and the sprites file?
I hope that in the final version documentation it will be fully described what can be done causing no harm and what can't :)

BTW, we SOTE guys love AGS 3 :)

Bye!
D.
#46
Quote from: SSH on Thu 14/06/2007 08:28:28
A quick google shows that AnkhSVN and TortoiseSVN might be worthwhile windows subversion clients to try

I already had TortoiseSVN installed on windows but I didn't see source-control stuff in the AGS File Menu. Maybe it was because I had no repository previously configured in Tortoise?
I tought that it wasn't compatible with the microsoft visual studio standard CJ mentions... but I'd be happy to be wrong about it!

By the way, I looked at the Perforce website and maybe the free version (two clients) is enough for us... and has a linux server component too.

By the way, hints from anyone else trying the AGS source-control system with free tools are appreciated :)
#47
Quote from: Pumaman on Wed 13/06/2007 22:45:05
If you have a source control system that supports MSCCI (the standard visual studio integration system) installed, then there will be an "Add to source control" option on the File menu in the 2.8 editor.

Oh, ok. I'll Google about that... I never used the visual studio integration system, just CVS/SVN sometimes.
Someone has a specific software system to suggest? Something free and with a Linux server component available would be the best for us...  ;)
#48
Quote from: Pumaman on Wed 13/06/2007 19:29:44
Feedback on the AGS source control integration would be appreciated, because I presume that only a relatively small proportion of the AGS user base will have a source control system installed.

Hi CJ, just installed the beta! Great stuff! :)
I'd love to test the source control system integration, I'm sure it will improve dramatically our team distributed-collaborative-work.
Before starting, there's something I should know about it or some docs I missed? Some AGS-side setup to do?
Or I can just put the game data directory in a SVN repository and... go?

I feel as I missed something/somewhere...  ???

Thanks  :D
D.

#49
Quote from: Pumaman on Mon 15/01/2007 23:24:45
I'd particularly welcome feedback on how the interaction editor should work. I'm not sure whether to re-implement it in its current form, get rid of it completely, or try to turn it into some sort of script-editing GUI that interprets and generates script code.

Epic CJ, I'm in a sad no-AGS-many-exams time, and haven't tried yet this revolutionary alpha, but I decided to write you my opinion about the interaction editor.
- re-implement it in its current form: no
- get rid of it completely: would be ok for me, but I can see it might be losing an attractive feature for new users
- turn it into some sort of script interpreter/generator: this would be the best thing, as long as ALL is code-doable. Maybe I already wrote this once, but the only thing I really don't like in AGS scripting is the necessity to have an empty strange-name-run_script-function generated for a specific interaction and not being able to directly write in the script editor something such as
myObject.onLookAt() { //code here}

If I can directly write (and why not generate from custom tools and then paste?) my function in the editor, and the code just works, it would be great.
If an interaction editor is able to parse the code and generate a visual resume of the interactions, well, it would be a cool add-on, but I can live without it.

Just my 2 cents! And as I always say, thankyou for your constant work on improving AGS from me and the others SOTE-guys  ;)
#50
Quote from: Iv4n on Tue 19/09/2006 20:27:14
Hey, since episodic games are so popular today, why not release every finished planet on a separate episode? This way we won't  have to wait sooo long for releasing the full game.

Mmm yes, we already decided to divide the game into various parts. But parts aren't bound to planets, it wouldn't have been possible to follow the story, dividing in that way...

By the way, each part is... huge to finish. Sorry :)

D.
#51
Yes, you're correct :)
The lightsaber construction will be a quite typical adventure game "find and get the needed pieces in various places and then put the whole thing together", and Ilum is the place where you'll have to get a crystal.

I already found your mod-site searching for SOTE stuff, and I was thinking that maybe we could exchange/share some similar work someday.... models etc.
If you're interested we can continue talking about it privately (dsgames@guerrestellari.net).

Good luck with your project too! :)
#52
bump!
SOTE goes on, and this time we decided to update this topic because we thought that some AGS friends would have liked to watch this flash movie that we recently posted in the updates on the game website.

In these hot august days what could be better than watching a planet with ice everywhere and snow falling?  :D

Dusk & DSgames
#53
Quote
QuoteI have converted all my SOTE scripts from AGS 2.62 to 2.71, but now I get this exception when I launch the game:

Hmm, what is the contents of your game_start function? This error could occur if you try to do anything room-specific such as manipulating objects within the game_start function (when no room is loaded).

Thankyou CJ, solved that. :)
I think that the problem (in a function called from game_start as you suggested) originated changing a brutal 2.62 character[who].room = ROOM_CONSTANT with a character[who].ChangeRoom(..)  (due to the fact that Character.Room is readonly).

Thanks again,
D.
#54
I have converted all my SOTE scripts from AGS 2.62 to 2.71, but now I get this exception when I launch the game:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x00447F39 ; program pointer is -42, ACI version 2.71.894, gtags (426,164)

The error appeared at the first compiling with the global script totally cleaned up from non-object oriented scripting. But now I get the same exception if I compile unchecking the "Enforce object-based-scripting", too.
What could have gone wrong?
After that I also converted the room scripts to the new oo-syntax and did a full room rebuild, but it didn't help.
Note: I'm still using old style strings (next step programmed in the script conversion, but now I'd like to solve this problem first).

I did something very stupid, I feel it. Help! :)

bye, thanks
#55
bump!
We're alive. Slowly going on, but this time with a little preview to show thanks to BobaFonts: Introducing Tatooine.
Also, we recently reached the 10000 downloads quota, and we are proud of it. We're using a web-application I developed (we called it AGS TRACKER) to do distributed game design while keeping order with the dozens of rooms, items, object, hotspots and the interaction among them, involving actions and phrases.
Automatic script generation for the recurrent actions is in development. I have some topics to discuss on the Tech Forum to develop the Tracker in the best way (I think) it can be done, hoping it will become a useful game-design-tool for all the AGS developers.
We hope to release the AGS tracker around this Christmas.
If you're courious, this is a screenshot of the tracker

Bye!

D.
#56
Quote from: EvilTypeGuy on Wed 01/06/2005 02:07:29
http://drevil.warpcore.org/ags/

Great! Now trying, it seems to work smoothly. Thanks ;)

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... and that you must have Allegro installed on your system to use it: http://alleg.sf.net/

Uh? No more statically linking with allegro as in the latest versions? : /
"ldd ags" doesn't seem to show allegro stuff (or I simply don't recognize it)

Thanks again, bye! :D
D.
#57
Bumping thread - Tech demo 1.1 released, I updated the "main" post of the thread :)
#58
Thankyou all. Sorry Darth Mandarb. Seen that the thread has been bumped, I feel that's a good moment to give a quick report about SOTE progress.
We're (a bit slowing) continuing the game design and translating the sub-engine in AGS27 OOscripting and modules. If someone is interested, there's some previously-unpublished stuff on SOTE on the latest TheInventory Issue. A German translation of the Tech Demo has been completed and a 1.1 version of the Tech Demo, including it and a fixed Linux engine (there was a crash under Linux at the end of the demo) should be published soon. I'll write a quick note when it will be uploaded on our website. Thankyou for the attention and write you soon. :)
#59
Quote from: Iv4n on Sat 08/01/2005 08:31:22
...when I click with the right mouse button, the cursor goes crazy and moves to the right edge of the screen. So this makes this tech demo unplayable.  :(

??? this has never been reported, by both beta-testers and players...
Sincerely, I think that's a your problem :/
A CJ often says, try installing updated DirectX (and video/audio drivers).

Let us know :)
D.
#60
Fawfulhasfury: SOTE is gonne be HUGE. It's mainly because it has lots of hi-res sprites, that AGS keeps as uncompressed bitmaps. But the download sizes should remain affordable :)

BerserkerTails: we're planning SOTE to be a *long* game, but we're thinking of "splitting" it into separated episodes. So, yes, we hope that there will be 2005 releases.

Thankyou all :)
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