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Messages - Grundislav

#1
Quote from: Crimson Wizard on Mon 11/08/2025 21:42:44
Quote from: Grundislav on Mon 11/08/2025 21:40:03With regards to the above code, the line that causes the crash is Phonograph2 = aPalesteena.Play.

I am frankly confused, because earlier you said that the crash was caused by a blocking function called in rep_ex_always.

Right. As I mentioned I have rep_ex_always in my room script that checks if UpstairsRecord == true. If it is, the game Displays a message and since it's a blocking function, it crashes the game. This is just my stupid way of testing whether something is executing in the script: if it crashes, I know it does.

The .Play line I mentioned causes the crash because when it gets to that point in the script, UpstairsRecord gets set to true.

UPDATE: It seems the solution was to set the AudioChannels back to null once they finished playing in my room's rep_ex_always scripts.

#2
I also suspected some logical error, but I can't find it. With regards to the above code, the line that causes the crash is Phonograph2 = aPalesteena.Play.

It makes no sense to me. If Phonograph is stopped, there's no reason why that line should make the game think a clip is playing on it. I can send you a build, as it's only 4 rooms, if you want to see all the code for yourself.
#3
Code: ags
if (DownstairsRecord == true)
    {
      player.SayEx("I swapped out the currently playing record for the one I was carrying.");
      Phonograph2.Stop();
    }
    else
    {
      Game.StopAudio(eAudioTypeMusic);
    }
    if (Record == "Palesteena")
    {
      Phonograph2 = aPalesteena.Play();
      Record = RecordPlaying;
      RecordPlaying = "Palesteena";
    }
#4
Quote from: Crimson Wizard on Mon 11/08/2025 20:59:13How do you assign Phonograph and Phonograph2 variables?

I set them as global variables.

Sorry, "have them change in between" means allow them to continue playing in real time even when you leave the room. So if the record upstairs is playing and you leave the room, the audio channel's volume is set to 0. When returning upstairs, it's set back to its previous volume. If the record downstairs is also playing, the same thing applies.

The crash message in the video is just saying that a blocking function was called in rep_ex_always. This happens because I have it checking for UpstairsRecord being set to true and displaying a message when it is. The bug is that UpstairsRecord is being set to true even though Phonograph.IsPlaying is supposed to be set to false.
#5
Ok, the variables are:
bool UpstairsRecord
bool DownstairsRecord
AudioChannel Phonograph
AudioChannel Phonograph2

My goal is to have the game check if a clip of audio type Record is playing on these channels, of which I have assigned a max of 2.

Under repeatedly_execute_always, my code is:
Code: ags
if (Phonograph != null && Phonograph.IsPlaying)
      {
        UpstairsRecord = true;
      }
      else
      {
        UpstairsRecord = false;
      }

      if (Phonograph2 != null && Phonograph2.IsPlaying)
      {
        DownstairsRecord = true;
      }
      else
      {
        DownstairsRecord = false;
      }

The idea is to play two different records simultaneously in two different rooms, and have them change in between.

Everything works fine, except when turning off one of the records using Phonograph.Stop or Phonograph2.Stop. After doing that, when playing a clip again on either audio channel, the game sets both of the above booleans to true.  So basically the problem is that UpstairsRecord and DownstairsRecord are both being set to true despite only Phonograph or Phonograph2 having a clip playing on them.
#6
Hello,

I've found a bug that seems to have no explanation. I suspect there might be something wrong with AudioChannel.Stop.
#7
I found some odd behavior, not sure if it's exclusive to 3.6.2 or has existed before:

When using goto-dialog in dialogue scripts, it doesn't register that a new dialogue is starting, so the on_event function for eEventDialogStart doesn't work. The workaround is to use eEventDialogOptionsOpen.
#8
Grundislav Games Presents:


The Story:
It's been several years since Harley Leger left New Bretagne and headed west, hoping to leave the past behind and make her way as a freelance writer. After arriving in the sleepy border town of Rosewater, a seemingly trivial assignment for the local paper leads to the hunt for a missing man's fortune—and the story of the century.

Harley and her ragtag posse embark on a harrowing journey across Western Vespuccia, facing bandits, rebels, ruthless oil barons, and many more obstacles on their quest for fame and riches.

Features:
- A thrilling treasure hunt with 5 travel companions. How you treat and interact with them affects the story.
- Traditional adventure game puzzles (i.e. inventory-based) some with more than one solution.
- Fully rotoscoped animations, including cinematic closeups.
- High resolution 1280x720 graphics (yes, that's 720p!)
- Full music score and voice acting.

Buy it on Steam or GOG!

Screenshots:

Meet the locals, and promptly insult them.


Have a drink at the Jack of Diamonds Saloon.


Explore the intricacies of 19th century medicine.


Redefine the meaning of "private property."


Participate in completely legitimate back-room deals.


Try your best to stay on the good side of the law.
#9
Appreciate it, but I think we're going to stick with the workaround. But good to know it will work next time :)
#10
Sorry to dig up an old thread, but it seems like this bug still exists. I have several dialogue options where actions are indicated with square brackets, i.e.

[Lie] I don't know what you mean.

In order to display correctly, I have to add a \ before the opening bracket, otherwise the bracket is treated as a line break.

However, the translation ignores the string because it starts with \

The workaround has been to replace all the square brackets with parentheses, but if there's a fix that would be great.
#11
Hi,

I've had a couple of beta testers for Rosewater report random crashes, without any clear indication of scripts or lines where the errors are being caused. As far as I can tell, the only common factor is that the crash happens when they "select" an inventory item using the custom UI. I've been sent a CrashInfo.dmp file, but I can't make sense of it.

Any insight would be appreciated!

https://www.dropbox.com/scl/fi/98oeeul8v04ipijun1ce3/CrashInfo.3.6.0.58.dmp?rlkey=eulqmxl5s6x2djzi29padqa1l&dl=0

#12
FINALLY - after 6 years in development, Rosewater has a release date!


See you on March 27th!
#15
For anyone interested, the event will be live-streamed at https://twitch.tv/adventurexpo
#16
Mine was either Lunchtime of the Damned or Rob Blanc 1.
#17
You'll get more of the references if you do, but it's not required.
#18
Time for an update!

Yes, this game has taken a very long time, but it's nearly done! We finished recording all the VO on September 7th, and I'm currently working on all the remaining animations. The updated release window is now Spring 2024.

Speaking of animations, here's some campfire socializing:

#20
I'm in the process of rebooting my website, so I'll have direct downloads available again, but in the meantime itch.io is the best place to download them.
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