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Messages - Gilbert

#1541
It's just because dkh accidentally released a build that was linked to debug libraries.
I've just checked the first page of this thread, that in fact this problem was already pointed out and the link to the file should be updated, so you should try downloading the thing again.
Quote from: Sledgy on Tue 10/08/2010 10:13:20
I mean, you all can launch the game, so you did something for it?
In fact, I couldn't, as I didn't even attempt to download and try it. I just don't have any interest in plug-ins.
#1542
General Discussion / Re: A hardware survey!
Tue 10/08/2010 10:02:19
Hah! It seems that my system is not the most outdated after all... It seems to be like that to me anyway.
Quote from: Calin Leafshade on Tue 10/08/2010 07:21:19
Dualnames has 2000000Mb of ram or he can't read instructions. The results are inconclusive as to which.
Hey! You wrote Mb in the table, so he only has 250000 MB of RAM. Maybe all of us other than him did it wrongly!
Spoiler
Sorry. Bad old game console joke.
[close]
#1543
Well, using quick and awesome deep searching skills (called Google) I've found that dlls with a 'D' in their names are debug versions, i.e. the versions that provide debug features when programmers test their software.

These dlls are provided only by development suites (such as VS/DirectX SDK or whatever) that a normal user would not (and should not) have installed. So, software released for the public (be it final or general testing versions) should not link to these 'D' version and should link to the "non-D' release version of the dll files instead.
#1544
For people who get the d3dx9 error, are you using DirectX 10 or 11?

In that case upgrade DirectX9 and I think those dlls would be installed, as DX9 is a completely different thing from later versions. If a software requires a certain updated version of DX9, updating just DX10 or 11 won't help.
#1545
Quote from: InCreator on Mon 09/08/2010 07:28:12
It Came from the Desert - it was "sort of" adventure game, but I'd love to see it as more traditional point'n'click
Well, as far as I remember this "cult classic" was already more or less a different game for almost every platform. For example, the unreleased Mega Drive/Genesis version (the ROM is freely downloadable from the official link you posted) was mostly a strictly action game or something and the TG16 CD version (which I actually own, but I never have the courage to start playing it) incorporated crappy FMV scenes (by crappy I think it fit the B horror movie style though) done by real actors and the action scenes had broken controls (like most western TG16 games :() that most people considered it an unbeatable mess.
#1546
General Discussion / Re: pixels galore
Fri 06/08/2010 14:40:21
[pimp]Well... I've made a similar waterfall background in the 256-colour tutorial in AGSWiki, though it's nothing compared to these masterpieces. It seems that the Wiki is inaccessible (to me at least) unfortunately.[/pimp]
#1547
General Discussion / Re: Ported/cloned games
Wed 04/08/2010 14:23:54
Quote from: Arj0n on Wed 04/08/2010 11:15:06
I think that one is just a "1:1 remake".
This one was not a 1:1 remake, as it's was not originally a point & click game.

There were actually many AGS remakes of other games, but I couldn't think of one that was not originally available for the PC platform ATM.
#1548
Quote from: monkey_05_06 on Wed 04/08/2010 09:01:52
The OOP code in this case is much easier to read and understand what is going on.
I don't think so, but yeah it's just a personal preference, so there's no point in arguing this OT stuff anyway.
#1549
With this crappy office computer I got around 14 FPS, without touching any of the in-game settings and using the default configuration (i.e. DX5 and 3X zoom). I got around 15 FPS if I didn't use any zoom for the window though.

This is a bit meaningless anyway, as D3D9 won't work with AGS on this machine, so no comparison can be made.

Anyway, specs:

2.4 GHz P4
1GB RAM
Win XP Professional SP3
Extraordinary Awesome Super Powerful Onboard Intel 82845(something) graphics, stealing some 32MB (I think) of system memory :=
Direct X 9 (yeah...)
#1550
Thanks for the explanation! It's been quite some time, but I think I got that impression when I tickled with DynamicSprites (or DrawingSurfaces, or Overlays as I cannot remember the details). The example DateTime.Now.RawTime is not very good though, as we already have the workaround DateTime.RawTime. I think there're other examples of static properties that exhibit this limitation but I'm too lazy to check.

Though still, I'm never fond of this OOP way of writing unnecessarily long stuff. I'd rather use the function-parameter approach.
#1551
Quote from: DrewCCU on Wed 04/08/2010 05:43:39
Thanks. I'll try that out.
PE04: Parse error at '<'
There're some obvious typos in that line, that I put two extra )'s in it. Supposed to be fixed now.

Quote
Another thing - i read the String.AsInt file but i'm having a little trouble interpreting how to convert txtUserInput.Text into an int with it.
The AsInt property works just like how the examples show. The problem is that it seems that you cannot use something like txtUserInput.Text.AsInt or (txtUserInput.Text).AsInt in AGS (this is one reason why OOP sucks IMO as normally StringToInt(txtUserInput.Text) is much more readable and makes more sense, I don't know whether this is possible for programming languages in general, but I think it's possibly more doable on dialects that support the -> syntax), so you probably need to use another String to hold its content first, like this:
Code: ags

String blah=txtUserInput.Text;
int VAL=blah.AsInt;
#1552
First,
Code: ags

int VAR = txtUserInput.Text;

doesn't work, as this will cause a type-mismatch error.

You need to convert the String to an integer with functions like say, String.AsInt.

To check whether there are "illegal" characters just check each character of the string. So you may make some function like (untested):

Code: ags

function CheckConvertText(String tempstr){
  int ii=0;
  while (ii<tempstr.Length){
    if (tempstr.Chars[ii]<'0'||tempstr.Chars[ii]>'9') return -1;  //"illegal" character
    ii++;
  }
  int value=tempstr.AsInt;
  if (value>=1||value<=100) return value;
  else return -1;
}


Then when you want to check for the validity of the textbox just do womething like:
Code: ags

int VAR=CheckConvertText(txtUserInput.Text);
if (VAR==-1) Display("Input only a value between 1 & 100.");
#1553
Hmmm. Is this an adaptation of the (Smooth) Teddy technology?

I think I've played with it a bit years ago.

Edited: Just tried it. This is a different thing, but seems to be very easy to use. :D
#1554
I said that I didn't know most of the actors. Anyway, Eastwood was the only actor mentioned that I know. ;) However, even for Eastwood I think I don't know him that much, just know who he is and I am not even sure whether I have ever watched a single film of his. Remember. I don't live in the west, and never naturally have any love for western cowboy stuff.

#1555
Where are Parts I-V? Are you showing them George Lucas style? :=

But but but cross fading in software is usually just an option, right?

I cannot comment on the rest, as I don't watch films that much (in fact I haven't watched a single film in the cinema for more than 10 years now) and I don't even know most of the actors you're talking about.
#1556
Did you have the NET Framework installed? Unfortunately you must have that installed (use Windows Update) for recent versions of the editor to run.
#1557
It seems that the module cannot draw just a point then (as the divide by zero case is not isolated out).

Just set ii to 1 initially instead of 0.

#1558
You can, but you need to use those inconvenient FloatToInt() and IntToFloat() functions.

All right. I've downloaded the module and seems that it requires float for the coordinates. :P (As I don't use modules I don't care to download them unnecessary I really need to.)

This may work instead:
Code: ags

int ii=0;
DrawingSurface* blah;
while(ii<=100){
  blah=Room.GetDrawingSurfaceForBackground();
  blah.DrawAntialiasedLine(x1, y1, (x1*(100.0-IntToFloat(ii))+x2*ii)/100.0, (y1*(100.0-IntToFloat(ii))+y2*IntToFloat(ii))/100.0, 0);
  blah.Release();
  Wait(1)
  ii++;
}

#1559
Sorry, I missed the declaration part. ii should be an integer (I don't like floating point numbers :P). Original post updated.
#1560
This is just trivial. Something like (untested):
Code: ags

int ii=0;
DrawingSurface* blah;
while(ii<=100){
  blah=Room.GetDrawingSurfaceForBackground();
  blah.DrawAntialiasedLine(x1, y1, (x1*(100-ii)+x2*ii)/100, (y1*(100-ii)+y2*ii)/100, 0);
  blah.Release();
  Wait(1)
  ii++;
}
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