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Messages - Knox

#41
Just offering some help. My apologies.
#42
If ever you need some help translating from english to french, let me know my wife and I are fluent in both languages. :=
#43
Quote from: BigMc on Sat 04/01/2014 17:27:57
My impression is that custom resolution is the hardest problem and potentially most distracting so I would put that into a feature branch and everything else (limit removal and cleanup, Draconian changes) in the develop branch. The current custom resolution build based on 3.3 is usable right? So people could use that or the custom resolution feature branch (that could be regularly rebased on develop).

Speaking just for myself, I'm currently using the custom res build (1600x900). It would be cool if we could get the limit removal+cleanup+draconian with a very basic version of the custom res in a very "temp build" for now and I'd be real happy...is that even possible?

If not, I guess I could always revert all the changes Ive made since using the new res build back to fit my old res of 1024x768 temporarily.
#44
General Discussion / Re: The Hobbit II
Thu 02/01/2014 17:45:44
I really liked it, but I can't stand the HFR, makes everything look "cheap", or a really bad BBC special or something (I'd like to see it again at 24fps). I'd say it was better than the first Hobbit movie, but not as good as the Lord of the Rings movies.
#45
Downloaded on my usb, can't wait to play this as soon as I get home from work! :)
#46
Hi Crimson,

Since merging the custom resolution build into 3.3 is too much of a change/step up, can we merge the custom resolution build with this one (3.4), or are these 2 builds still too much of a change to put together?
#47
Can 3.3.1 have the custom resolution build integrated so there is no longer 2 versions? :=
#48
I'm not sure if this has been answered before, but is there a "simple" way to make it so buttons only detect where the mouse is based on its alpha channel? I'm making buttons go around a circle and right now the button's over graphic will highlight when the mouse is over the whole graphic (because obviously the sprite is a box shape)...but I don't want the mouse to activate the button's over or pressed graphics if the mouse is over the transparent part of the button (which is outside of the gui, which is a circle).

Does this make sense?

**Pixel Perfect Detection is set to true**

EDIT:

Ok looks like gui button click detections are always rectangular...

Found this as a work-around...http://www.adventuregamestudio.co.uk/forums/index.php?topic=28882.msg367578#msg367578

Hopefully this feature could be added sometime soon?
#49
Ok, thanks for sharing that info. I'll just hold off using 3.4 for now. Thanks Crimson.
#50
Ok, writing this in the right thread: An idea when the newest changes to 3.3.0 beta10 can be applied to this Custom Resolution Build/3.4 Early Alpha [many limits removed]? :=
#51
Quote from: Crimson Wizard on Fri 06/12/2013 22:46:19
There were not much changes recently, mostly updates for safer play on Linux and minor bug fixes, I do not think there's any urgency in this. What do you have in mind?
Oh, wait...sorry I meant to post this in the AGS 3.4.0 Early Alpha [many limits removed] thread!
#52
Hey Crimson, any idea when the newest changes to 3.3.0 beta10 can be applied to this Custom Resolution Build? :=
#53
Quote from: David Ostman on Mon 02/12/2013 23:46:34
Quote from: selmiak on Mon 02/12/2013 23:30:32
Oh they are. Will they be in 3.3.1 or 3.4.0?
Of course they should be appliable to every object/GUI/whatnot seperately and not a gamewide default blending mode in general settings.
They are planned to be added to the engine natively? That would be amazing :D

Yeah it would, great plugin...would it be even "faster" once added to the engine natively?
#54
Well I have the tool unzipped to a folder on my desktop, double-click the .exe, then I grab the room file I need...then that error pops up. Do I need to something else special? *(I also tried moving a room directly into that desktop folder with the CRM files, no luck).

BTW: Having this as a feature would be a really good idea!
#55
Quote from: monkey_05_06 on Mon 02/12/2013 02:29:04
I'd actually say it was more likely that you introduced it by mistake. ;)

Haha yeah, that too! Thanks for all your help guys, I'm learning a lot! :=
#56
Geeze I hope its ok I'm posting here but this tool is giving me this error when I try to use it in AGS 3.3:



Spoiler

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Requested value 'MultiplyTranslucenceSrcBlend' was not found.
   at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
   at AGS.Types.SerializeUtils.DeserializeFromXML(Object obj, XmlNode node)
   at AGS.Types.Settings.FromXml(XmlNode node)
   at AGS.Types.Game.FromXml(XmlNode node)
   at CRMTools.fMain.LoadRoom(String file)
   at CRMTools.fMain.bLoadRoom_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5472 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
CRMTools
    Assembly Version: 0.1.0.0
    Win32 Version: 0.1.0.0
    CodeBase: file:///C:/Program%20Files%20(x86)/CRMTools/CRMTools.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
AGS.Types
    Assembly Version: 3.2.1.111
    Win32 Version: 3.2.1.111
    CodeBase: file:///C:/Program%20Files%20(x86)/CRMTools/AGS.Types.DLL
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5476 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
AGS.Native
    Assembly Version: 0.0.0.0
    Win32 Version: 3.2.1.105
    CodeBase: file:///C:/Program%20Files%20(x86)/CRMTools/AGS.Native.DLL
----------------------------------------
msvcm90
    Assembly Version: 9.0.30729.6161
    Win32 Version: 9.00.30729.6161
    CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
[close]

Endres was last active April 2012 though...if he doesn't respond hopefully someone else has the source code or something, very useful tool!
#57
Ok so far I can't seem to reproduce that stack overflow error...I'll keep trying though. I wonder if while refactoring I might have fixed it my mistake.

I've got another question with these 2 bool functions here:

bool Mouse::InsideBounds(int iMinX, int iMaxX, int iMinY, int iMaxY)
{
  return ((mouse.x >= iMinX && mouse.x <= iMaxX) && (mouse.y >= iMinY && mouse.y <= iMaxY));
}


bool InsideBounds(this Mouse*, int iMinX, int iMaxX, int iMinY, int iMaxY)
{
  return ((mouse.x >= iMinX && mouse.x <= iMaxX) && (mouse.y >= iMinY && mouse.y <= iMaxY));
}


What is the "better" way to write that function?  What are the two :: called, and do they act the same way as if I were to write "this Mouse*" (extender)? Seems I get the same results, but is one of them "faster" or something?

#58
I'm almost 100% sure if I have recursion somewhere, it's by mistake since I didn't even know what that was until now.

I'm trying to reproduce the error, when it first popped-up I closed the window too soon so I dont know exactly where/when it happened. As soon as I can reproduce it, I'll post more info.
#59
Quote from: Crimson Wizard on Wed 27/11/2013 15:12:54
But I suppose this will be not hard to add such kind of option to game settings too.

Awesome! :)
#60
Quote from: Crimson Wizard on Thu 21/11/2013 07:32:57
Not before the room system is revamped. Right now only one room is kept in memory at a time. Therefore engine has no idea about what's in other rooms, nor is able to read/change anything there.

Ok, thanks for the info on that Crimson.

On another subject, is it possible in future versions to be able to set the cachemax size directly in the Game Settings panel? (as apposed to manually modifying the acsetup.cfg file)
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