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Messages - Electroshokker

#81
Allright!!!  ;D ;D ;D

The patched static library is working like a charm!  := All music and sounds now ok!

Packaging, adding instructions and uploading the new beta. Guys, give this one a try. You'll love it!
#82
Quote from: Pumaman on Wed 10/06/2009 19:15:53
Moving to a newer version of Allegro probably isn't an option, as I understand it they're changing the API in the new versions which would probably break it.

Allegro 4.3.10 still uses the same api. (as far as I know) Allegro 4.9.x uses a different api.

I did a statically linked build and ran the game 'Apprentice'. To my joy, I got sound!!!  ;D

NOTE: Guys, I need a good example game which includes all types of sound/music AND video, for testing purposes. If you are able to provide one, or point me towards one in the database, I'd much appreciate it.
#83
Quote from: Pumaman on Wed 10/06/2009 19:15:53
Moving to a newer version of Allegro probably isn't an option, as I understand it they're changing the API in the new versions which would probably break it.

Can you explain why this problem didn't affect the Linux engine builds that Shawn did?

I suspect that it's because pulse-audio moved from 0.9.10 in intrepid (8.10) to 0.9.14 in jaunty (9.04)
I'll try reverting to the older package and see what that gives.
#84
Looking further into this, I discovered:

ALSA's SND_PCM_FORMAT_U16_BE (and LE) not supported, so Allegro fails to initialize sound.

link with more info

The solution seems to be to move to a newer version of allegro, as they fixed it since 4.3.10

Dunno if this is a valid option. (Maybe I should statically link allegro again, making a build for 4.2.2 which includes the fix)

Anyways, I'll look into it more.  ;)
#85
Engine Development / GNU/Linux Ports
Sun 07/06/2009 14:56:40
With the last linux port being in 2007, and the linux port being officially discontinued in december 2008, you probably thought it dead. Well, it ain't, since I took it over a little while ago.

The new website

I took off where Shawn stopped: AGS 2.72 - and took it a little further...

AGS Linux Engine 2.72 - "The undead Pinguin rises" edition

Just when you thought the damned pinguin was finally dead, he's back for more. Brains!

AGS 2.72 Release Candidate 2
AGS 2.72 Release Candidate 3, with static Allegro & Dumb libraries. (so you no longer need to install them separately)


All special paths point to /home/$username$/.ags/$gamename$ so your save games will end up there instead of where the executable is.

AGS Linux Engine 3.1.2 SP1 - "The undead Pinguin eats your brain" edition

AGS 3.1.2 beta 3

NOTE!

* The engine should work for both the 32-bit version of Ubuntu as well as the 64-bit version
* Always start the game from a terminal! (Otherwise you won't see an error log if it crashes)

KNOWN ISSUES

* No sound in Ubuntu 10.10 (both 32 & 64 bit)
* Video crashes in 64-bit Ubuntu due to GStreamer library issues
* Plugins are not supported
* Fading doesn't work in 3.1.2 SP1

Grab the 2.72 video test game to see it working yourself. (You might need to install the gstreamer0.10-ffmpeg package. Or another plugin which allows you to see xvid/divx movies.)

-------------------------------------------------------------------

Running AGS games with WINE

Install WINE. Put the ags game somewhere on the fake C: drive (preferably, not necessary). Run the exe's with WineLoader. (Double-clicking them should also work)

KNOWN ISSUES:

* Ubuntu 9.10: MIDI does not work. Workaround (unconfirmed): install an application called Timidity and load a soundfont.

Running the AGS windows editor with WINE

See this thread if you want to give this a try. I cannot guarantee a fully stable editor.

Porting the AGS Editor to Mono so it will run natively

Quote from: PumamanMono is now able to run all the C# parts of the editor, but unfortunately because the editor also relies on a Windows C++ DLL (AGS.Native.DLL), it cannot run in Mono at the moment.

At some point in the future I might port all that code over to C#, but it's really not high on the priority list right now.

I'll add that I would love to help Chris in this endeavor, but I'm struggling to find time as it is. If this changes in the future, it's next on my TODO list after maintaining the Linux builds.

-------------------------------------------------------------------

Future plans and dreams (don't get your hopes up too much, as some of these might not be realized in a looooooong time if at all)

In order of (probable) occurrence (or not):

- Fixing sound (by replacing the sound system)
- Adding OpenGL support
- AGS linux game editor
- Porting AGS to other architectures (like ARM for handhelds and what not)

-------------------------------------------------------------------

If you encounter any problems running AGS 2.72 or 3.1.2 games, let me know. Your feedback is appreciated!

Always mention your OS, the AGS version and the version of the linux port you're using, and of course the complete error stack.

Segmentation Faults

Example: Shutting down Allegro due to signal #11

These faults point to different errors. Please provide further information (what were you doing, when/how did this occur)

-------------------------------------------------------------------

NOTICE:

I'm changing hosting solution. As soon as it's completed, I'll bring the old linux builds back up for download. In the meanwhile, feel free to contact me if you need them urgently.
#86
Quote from: Helme on Fri 03/04/2009 17:01:14
I still have a problem with the GUI.

In some cases (like Buttons for "Start", "Load", & "Quit" in the starting screen) I want to proceed a simple click without using the Verb Coin but I dont know how. If I deactivate the VerbCoin nothing happens when a click somewhere.

That's exactly the point. You disable the verbcoin module, any interactions or mouse-click events you wish to process you'll have to code yourself.

This was included so you could have mini-games or other stuff in your game where you don't want my module to interfere.

However, for your particular issue: every hotspot/character/object/item has the 'act' property. If you set this property to 'true' (it's a boolean), any clicks on the hotspot/character/object/item  will be processed immediately as an interact event.


Just left click on the ... field next to 'Properties'
#87
You cannot attach files on the forum. What you do is upload it to some webspace (free or otherwise) and copy/paste the link here. (or PM the link to Chris)

A free upload service: http://megafileupload.com/ (just an example, I'm sure there are plenty other free upload services)
#88
I suspect you're trying to play games which are made in a resolution your screen/graphics card doesn't support (hence the black screen).

AGS games are usually made in low-res (320x200, 320x240, 640x400, 640x800), but you can scale the resolution up using the ags setup utility (agssetup.exe) or manually changing the game's configuration file.

I'm not sure from what version the filters are supported, though. (just try the setup exe and set it to different filters, then test the result)
#89
Which service pack do you have installed for Windows XP?

Also, you can try getting .NET 3.5 at http://msdn.microsoft.com/netframework/ and installing that before trying to install AGS.

Did you actually install AGS via the executable:

http://www.adventuregamestudio.co.uk/AGS-3.1.2-SP1.exe

or did you just download the RAR file and tried that?
#90
Just noticed this:

when running 2 animation loops consecutively (with the checkbox: run the next loop after this one to make a long animation)

I notice a graphical glitch from time to time: the blue cup pops up now and again. (It doesn't happen all the time, just some of the time, but if you run the full animation in a contiguous loop it pops up waaay to much)

the animation itself is run with eRepeat & eNoBlock (the first loop is 37 frames, the second 20 frames)

(I could fix this by putting everything in one very long loop, but thought I'd better report it)
#91
Quote from: oddsea on Sat 21/03/2009 01:49:12
I'm using the Verb Coin template from build 3.1.2.82 at an 800x600 resolution.  This causes two of the GUI graphics, gVerbCoin and gInvUnderlay, to appear a few pixels too far to the left, but gOverhotspot and gInventory appear fine. :o

This should be fixed in any upcoming releases.  In the meantime, which lines do I need to alter to fix this?

first, go to the gui(s) in question and check their x- and y-positions.

For the inventory (and the underlay) : all the code does is make the gui visible and invisible. There's no 'positioning' for the inventory. (therefore no lines of code that you need to change)

As for the verbcoin, check the gui size. The code checks the size of the gui, NOT the graphics. (So if you have a lot of empty space to the sides of your gui, that's the reason the positioning might not be correct)


This is a non-code issue that anyone can encounter, the template does NOT need to change. It's very important that you size (the verbcoin) and position (the inventory & underlay) your gui's properly.


In case they ARE sized and positioned properly, you can always send me a sample 1-room ags game (the resources, not the compiled build) which illustrates your point, so I can check.

Or, if anyone else has this problem, (and I can reproduce it), I'll come up with a fix. The verb coin template is not maintained by the author of the AGS engine (Chris Jones), but by me. (the guy who created the template)
#92
Quote from: Pumaman on Sun 28/12/2008 22:02:47
Let's not get ahead of ourselves :)

For now the most important thing would be to find someone willing to take on the existing Linux port and update it to the latest version of AGS ;)


Well, with no-one stepping up to the challenge, I'd like to give it a shot, if you let me. I'm more of a java developer myself (real-life job) but I know how to work with C++ and how to learn stuff going up a steep slope.

Let me know what you think.
#93
Quote from: beckymov on Mon 23/02/2009 14:47:17
I am using SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+) for a game I'm currently working on. However, I have a problem when using the ShowPlayerCharacter = false on the room settings. When I use this setting  I am no longer able to call up the inventory at all. Not sure what I'm missing to make this work?  ???

I'll look into it.

Quote from: Jared on Wed 04/03/2009 05:53:07
I've been using this template recently and it's wonderfully easy to use and straightforward - pretty much as efficient as the default SCI. I hate to get petty, though, but I wanted to use narrator messages in my game but the module seems to have overridden the Display() function to Character.Says() for the player character. I had a quick look through the Global scripts and couldn't see it anywhere.

Would there be a straightforward way to set Display back to its default function? Is there another function that does the same job as default Display()? If not I can re-write it without a narrator but I had been hoping to use one..

I believe this is a general setting, nothing in the code, actually. Look on the general tab of AGS and change the "always display text as speech" setting.

The AGS default is to display narrator messages as textbox, but I probably changed this setting (dunno why, I'll revert it in the next update)
#94
Quote from: Helme on Thu 19/02/2009 09:14:52
How can I deactivate the Verb Coin and the inventory for special rooms?

in any script, type
Code: ags
SCUMM_VERBCOIN_GUI.
and you will automatically see all available functions.

Among these you'll see some enable/disable functions for this kind of stuff.
#95
Quote from: Pumaman on Wed 11/02/2009 23:33:40
QuoteIt's being run alright. (it's in an on_click of a hotspot, all the other actions run just fine)

Would you be able to upload something that demonstrates this problem? I can't reproduce any problems with StopMusic.

Actually, I figured it out. Stopmusic is working fine, I discovered a crossfading issue (it did stop but much later)

Nevermind.  ::)

Quote from: Pumaman on Wed 11/02/2009 23:33:40
QuoteThe display message gets shown, but the gui does NOT pop up!

The Display() command does not necessarily run any game loops, so anything else that changes on the screen may not get rendered until after the Display() has finished.

The easy workaround is to put a Wait(1) after turning the GUI on, but before the Display().

Actually, I tried that, but it doesn't change anything for me. The guis still won't pop up.

EDIT: I've found a workaround, by manually counting a few cycles in the rep_execute script of the room before calling the display code.
#96
Quote from: Pumaman on Wed 11/02/2009 18:42:13
Quotetype: OGG
crossfading: fastfade

And upon further inspection, it is indeed only one particular music file that won't stop. (music1.ogg, I start it upon entry of room 1, when leaving room 1 I try to stop it.)

Can you use the debugger or a Display command just to check that the bit of script with the StopMusic in it is actually being run?

It's being run alright. (it's in an on_click of a hotspot, all the other actions run just fine)

---------------------------------

Another bug I've noticed (dunno if this one is known or not):

When using the following commands in a row:

Code: ags


object[3].Animate(5, 0, eOnce, eBlock, eForwards);
gInventory.Visible = true;
gInvUnderlay.Visible = true;
Display("This is your inventory. Right-click or press TAB to access it.");



The display message gets shown, but the gui does NOT pop up!

I've replicated this error countless times to eventually break it down to these 4 lines.
Upon further examination, it appears that if you only make 1 gui visible, it will show up, but AFTER the display message. If you make both visible, neither will show up. (Though placing the same code in other places seems to trigger the initial problem, that of the gui showing up AFTER the display message)

If I remove the animate line everything works as it should.
#97
Quote from: Pumaman on Tue 10/02/2009 22:23:29
QuoteJust a (minor) bug I found, the StopMusic() command is no longer working. (The music continues to play happily)

Using the StopChannel(0); command as a workaround does function, though.

StopMusic works fine for me, can you provide more details? What type of music (OGG/MP3/MIDI/etc) are you using? Is crossfading enabled? Does it never work, or is it only one particular music file that won't stop?


type: OGG
crossfading: fastfade

And upon further inspection, it is indeed only one particular music file that won't stop. (music1.ogg, I start it upon entry of room 1, when leaving room 1 I try to stop it.)
#98
Just a (minor) bug I found, the StopMusic() command is no longer working. (The music continues to play happily)

Using the StopChannel(0); command as a workaround does function, though.

Using AGS 3.1.2 (R3), dunno if the bug was introduced earlier.
#99
January 2009

Wow, yet another year passed by... I can hardly believe it's been so long ago since this project was started...

We've come pretty far, I must say. With animation artists joining us only in 2008, it has been a very interesting year to say the least. The game is starting to shape up quite nicely.

2009 promises to become even more interesting...

Quote from: Cyrus on Sun 09/11/2008 16:53:33
Are you going to place any new content (music, screenshots, etc.) on the site?

Just put a new screenshot up. I'm too busy adding stuff to the game build atm, so for more content on the site you'll have to wait a while.

Quote from: dirk delshire on Sat 15/11/2008 01:51:50
This game look frick'n awesome. I love the whole Monkey Island vibe, hopefully it's as good as the graphics.
Will it have a voice pack?

Once we get the game ready to play with no more bugs, we will contact a number of voice artists to make a voice pack, yes. However, this is not our top priority.
#100
Winter 2008

And so, with a (blue) cup of tea in my hand, I review all the events that took place this year, and saw that it was all good.

We've had a number of people join our team, all which have produced some nice, top quality stuff: sound FX, animations, ...

We're not there quite yet, but we're getting ahead. While I dunno when we'll finish this game, I do know we WILL finish this game (well, part 1 anyways) and that you'll love it.

Cheers to the team for all their efforts!
Cheers to Chris Jones for improving the AGS engine further!

-and cheers to you, reader!

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