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Messages - Gilbert

#1441
I tried compiling the demo that came with the module using V3.12 and both characters in it had shadows. Are you sure that you didn't do any other things that may interfere with it.

If you cannot figure this out, you may upload your game source (containing just one room with more than 1 characters in it and has this problem is okay) and maybe some people would be able to tell you what's being wrong after looking at it.
#1442
What's the problem you're getting? (Error messages, etc.)

According to the subject title of this thread, the module was for AGS V3.02+, not V2.6 (module support wasn't even implemented in V2.6). Considering that there weren't that many changes from V3.02 to V3.12 (much less than the differences between V2.6 and V3.12, at least), I think even if this module really won't work now, it could be fixed with just some small tweaking, but we want to know how it won't work first.
#1443
Quote from: Studio3 on Thu 02/12/2010 06:01:25
Ok, but what is CnC?

This. It used to be called C&C (Critics and Comments) a lot back in the day but I understand how not many people will get it by considering the real name of the forum.
#1444
Quote from: Mods on Thu 02/12/2010 05:07:20
[size=8]COMPLETED[/size]
;D

As far as I remember, there isn't any rule that excludes game betas from being posted here (as long as they are already available for download) and people had done this before. I think we did have some discussions about this and the result was not conclusive, so I'll say it is sort of okay to have this posted here. However, as it was mentioned that only a small portion of the game was finished, I think it may not qualify as a beta, more like a demo or an alpha. In that case this does not fit here. I'll say the GiP or the CnC are more appropriate. As ic... Studio3 also wants to learn about people's comments, I'll say the CnC is the most suitable atm.

Quote from: Gabriel_Down on Thu 02/12/2010 05:14:13
Forgive me for being off topic but how many ocean spirit dennis games have you made, and exactly how many are you working on at the moment?
AFAIK, most of the OSD games were not made by him. :P
#1445
You can have a look in the Hints forum first, and using the search function will lead you tothis instantly.
#1446
General Discussion / Re: Is it wrong?
Wed 01/12/2010 10:21:15
[On topic]NOW this is WrOnG!1![/On topic]
:= ;D
#1447
Did you reimport the graphics?
After changing the colour depth of a game, some of the graphics may become invalid, especially the backgrounds. Try to reimport the backgrounds of the room, or at least test with the first room that your game loads first. If the game doesn't crash after that, then this is the reason and you need to reimport the backgrounds for the remaining rooms.
#1448
General Discussion / Re: Leslie Nielsen RIP
Tue 30/11/2010 05:50:42
Well, I don't know either, but because of the powerful Internet you can just answer yourself within seconds.
#1449
Awfully ambitious?

Not a chance in comparison! :=

But hey, ic... Studio3, it's nice to have some actual games released from you. I have downloaded it already and may have a go when I have the time.
#1450
InventoryItem.ID

I think you can use something like player.ActiveInventory.ID, but I'm not sure about it. In case that doesn't work, you can always use a workaround:
Code: ags

InventoryItem* tmpinv = player.ActiveInventory;
int invid = tmpinv.ID;

#1451
So, the problem does not appear when you execute the game, but appears only in-game when a game is loaded, right?

Then, it's not completely not* related to the AGS engine I think. It's possible that when a game is loaded the engine does some sort of reset in the system, which causes this.

One thing I can think of that may be the cause of this, is the inclusion of the Gamma correction functionality (see the System.Gamma and System.SupportsGammaControl properties) in recent versions of AGS. That when you save a game the current Gamma value is saved, so that when you next load the save game the Gamma setting would be restored to whatever it was. This can cause troubles if you have changed the colour settings in the graphic card driver, but when you launch an AGS game it wouldn't check for this unless you change it in game yourself (i.e. the game just leave the value at the default 100, but in fact according to the settings of the driver it's not 100), so when a game is saved, the default Gamma value (100) would be saved in the save game as well, and then when the game is restored the engine would set the Gamma to 100, which is different from what you might have set in the driver. Ideally, the engine should detect whatever setting the driver is set to (if possible) and internally scale the values so that this particular value is equivalent to 100 in the game.

*Hope you understand the doubly negative phrase here.
#1452
Does this happen under D3D9 or DX5 mode or both?

Possibly hard to fix though, if this really is more related to the graphic card's driver.
#1453
M$Pain, while as its name implies, it fails in many way, it is VERY easy to pick up and is quick for simple tasks, so I use it all the time. In particular, drawing rough outlines for pixel graphics with it is much faster than any thing else. I agree that something more advanced should be learnt, just that Pain is still useful in many cases.
#1454
I haven't recalled anyone having such problems, but because of the way how animated GIFs work, things like this may happen in case the animation was created such that subsequent frames only saved the changed information relative to their last frames, and the importer may not be able to handle all of these correctly.

You may try to unoptimise the animation and reimport it, and see if the problems persist. (I do not know about other software, but to do this in GIMP you choose  Filter -> Animation -> Unoptimise  in the right-click menu.)
#1455
Quote from: Atelier on Sun 28/11/2010 10:24:30
Be grateful it's not your hair I guess. :)
It depends.

Having one's eyebrows shaved is actually an EXTREMELY offending act here, according to tradition, at least. People care less about this nowadays though. Still, people wouldn't laugh at a person having his head shaved but definitely would if it's his eyebrows.
#1456
Maybe it's with the settings of your graphics card driver?
#1457
General Discussion / Re: who owns ags
Wed 17/11/2010 10:39:08
I pwn the enormous Amputated Goon Society. Call me mmmkay? :=
 o
/|
/ \    _
#1458
Quote from: Scorpio82 on Mon 15/11/2010 08:10:43
There's no dynamic sprites involved.

Hmmm. Do you use any script modules in your game? It can also be possible that some of these modules use DynamicSprites and do not take care of them appropriately. (As far as I remember, how DynamicSprites are handled aren't explicitly explained in the manual and it seems that unlike Strings, etc., it is hinted that automatic garbage collection won't work with DynamicSprites and so you need to call Delete() whenever you have to dispose one.)

Of course, it can also be a memory leak in the engine, as you mentioned that your game is quite graphically intensive, that your game may have reached some limit that other people have not encountered yet. If the problem persists, you may try to upload the game in question and PM CJ to test it to see whether it's the engine's fault.
#1459
Not exactly, as the editor had moved to Windows early in the V2 cycle, but I'll stick to the last version that still can output a DOS executable, i.e. V2.62.

For testing and other purposes I sometimes use V3+ though.
#1460
Who are you?  ;D

Anyway, is it possible to release the source? Probably not for completing the game, but some people (not me, though) may be interested in study the codes for use in their games.

IMO, the SCI0 parser is the besterest interface any Sierra game can offer.
* Gilbet V7000a runs hot and dances.
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