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Messages - Gilbert

#1161
There had been several threads about this, but since the search function is broken it's not as easy to find information as before. Anyway, after quick googling I found this, which is an old thread, so I'm not sure whether the limit was changed or not. Anyway, the maximum height is (or was) 1400 pixels and there is (was) no limit on the width of a room (a height of 1400 pixels is not a very large limit considering the fact that we now support 1024x768 resolution though).

For when a game becomes laggy I think that depends heavily on the player's systems but my guess is there shouldn't be much of a difference. Possibly memory usage is a bigger concern here, and note also that if a room is large and you move a character across a large room with complicated walkable areas the path finding routine can take longer to determine a path too.
#1162
Hmmm. I don't know muchyes about the OverHot module, but because of its age and incompleteness I think it's possibly better to move to SSH's more complete Description module like hedgefield has mentioned.
The OverHot module is even categorised as obsolete in the Wiki and it too recommends using the newer module instead. I also think that the author of OverHot died long time ago already so there's no point to dig up his grave.
#1163
Quote from: rosvosektori on Thu 15/09/2011 05:14:22
I updated DirectX
Hmmm. One thing to check. Have you updated DirectX9.
Updating DX in WIN7 (and Vista) possibly only updates DX10 or DX11 (or other crap) and you may need to update DX9 manually if it's not done automatically.

Note that DX10/11 are different from previous versions such as DX9 as they don't provide backward compatibilities with earlier DX's so, to run applications not designed for DX10/11 it would rely on DX9. WIN7 and Vista are both installed with DX9 but from what I have heard they for some reasons are packaged with an extremely old version of DX9, so sometimes problems can be resolved after updating specifically DX9.
#1164
Yeah. This is already known and there're other threads discussing about it.
#1165
Quote from: monkey_05_06 on Mon 12/09/2011 20:21:01
Yes, the drawback to doing it that way is that you have to launch the game to use that method, and then exit and restart it to see the changes.

Yeah. And the main problem is, if for whatever reasons the user changes the setting to something incompatible with his own system he cannot start the game again anymore.
#1166
No, and moreover, since winsetup.exe is not the setup programme for AGS games you wouldn't achieve anything by modifying it.

All winsetup.exe does is solely launching "GAMENAME --setup", i.e. the setup programme is actually embedded in the AGS engine executable.

Since the engine is now open sourced, it should be possible to recompile a version of it with some of the options reduced but one needs coding skills to do that.
#1167
I've never used this feature before so I'm not sure, but it's possibly the playback file generated by the (never officially supported) recording feature introduced in V2.51 (and the Alt-R shortcut was added since V2.53). The reason that it's never officially supported AFAIK was that it's not stable atm and accurate playback is not guaranteed.
#1168
What kind of music files are you using, MIDI or digitised ones such as OGG or MP3?

Maybe ask your testers to check whether there're any problems with their mixer settings?
#1169
The Rumpus Room / Re: *Guess the Movie Title*
Fri 09/09/2011 09:27:25
007: Shopping in France at the turn of teh Century
#1170
There was once M$Word (or PDF; I don't remember) version of the manual, compiled by certain members, but that would be long long time ago and the information wouldn't be up-to-date (possibly even before the script language starting to go OO) and for obvious reason of lacking motivation this was discontinued, so that's not useful even if you manage to find a download.

I'm not sure. Maybe there are some software that would crawl CHM or the Wiki pages and extract relevant info into a single file? Possibly the source release can be of help too (I think the raw materials used in generating the CHM files are there too?). One thing that I think can be of help is the database the text script editor used for autocompletion.
#1171
I just pasted this to an empty room's script (with the repeatedly execute event set accordingly) and it worked without any problems.

So, it's most probably mistakes made in other part of the scripts(such as missing brackets, yeah). You better check again the brackets of the whole room script, or post the whole script here for us to check.
#1172
So, get started already, what's keeping you?

Read CJ's stance on this.
#1173
Sigh. Porting applications isn't always as easy and straight-forward as one may think.
AGS was not written with Linux support in mind in the first place and so there are probably a lot of work involved, especially as current versions require the .NET framework and have other dependencies.

Changing Allegro to SDL is one thing (if this is done, we aren't even far from an Android port) and it's proven that even porting the engine alone can be troublesome (check the previous Linux engine threads).

The biggest part is motivation though. There weren't enough people (who were authorised and were) interested in messing around with such tasks and thus we don't get much, but since AGS is now open-sourced I expect that there'll now be more people to contribute and possibly have more works done.

There were reports of the editor working with wine and the like though (to some extent at least).
#1174
The Rumpus Room / Re: Happy Birthday Thread!
Sun 04/09/2011 05:49:33
Thanks!
#1175
Quote from: Ghost on Sun 04/09/2011 01:22:58
- Colours vary noticeably in DirectDraw5/Direct3D9, to the point where colours really look weird (at least on my computer). In both windowed and fullscreen mode, especially green seem to get a darker, blueish tint, and it's always D3D9 that "screws up" the colours.
My wild guess. Maybe the engine is using the colour correction data set by the video card driver under D3D9. If this is the case the situation can be even more complicated, as different users may have different results.
#1176
Quote from: colorthemap on Fri 02/09/2011 03:38:34
Oh I know, just wondered why the contradiction.
The point is not about 'why'. It's just that no one really cares. If one ever treats it seriously, then everyone loses.

They're meant to be place-holders anyway, whether you leave them in your completed game is your own decision, and of course one who is serious with his own games will remove them from the end products anyway. Even professional products may involve placeholder art from other sources during development.

The Roger sprites (together with the marvelous bluecupTM, pink poster and key) were drawn by CJ himself, in much better quality than all the post-SQ3 Roger Wilco sprites. Possibly only the AGI Roger could rival them. Thus, there shouldn't even be any legal problem in using the default character sprites (also, this character is mostly known as EGO or ROGER, and there is never direct indication that he's a pirated Roger Wilco).
#1177
We just don't talk about this, ok?
#1178
I think you meant what AGS was coded with then. As your last post seemed to be asking what language it was using for the users to write their games with, which KhrisMUC had answered.

In your case, I think the AGS engine was coded in C++, but the editor has some .NET dependencies, so that plugin you linked to maybe useful for some of the conversion work. One problem is that AGS currently uses the Allegro library, which doesn't have an Android version I think.
#1179
Functions don't need to be exported, but variables have to be, before they can be imported to other scripts.
Code: ags

int x = 0;
int y = 0;
export x, y;

#1180
General Discussion / Re: CCTV Footage
Thu 01/09/2011 06:10:20
He's already called the police I suppose (as he mentioned that even the systems in the police station couldn't view the clips).
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