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Messages - Monsieur OUXX

#1441
Editor Development / Re: 32-bits templates
Wed 22/04/2015 08:45:32
Quote from: Crimson Wizard on Tue 21/04/2015 15:30:11
BTW, there once was a suggestion to convert sprites on game's color depth change in the Editor, or add related menu command, as well as convert all gfx on game load in the engine.

Well that would be the best solution, but I did that as a quick workaround to avoid the colordepth bugs related to alpha, which are flourishing lately, since more and more beginner game designers start using 32 bits.
I'll see if I find the time to replace all 8-bits sprites in the Default Game with 16-bits sprites.
#1442
OK.
No, imho you can leave "pick up" as "use". It was just the combination of that with "open envelope" that utterly confused me, not to mention the same behavious I spotted in that Italian game which made it even more confusing (since I don't speak Italian, lol)
#1443
Pendek makes me want to end up lost in the Sumatran jungle...
#1444
Quote from: BSP on Fri 17/04/2015 16:58:22
@Monsieur OUXX, it's blocked for a reason; you should work and play this game later! >:o
Do you mind if I download it and play it during my lunchtime? You awful arbitrary corporate judgemental person! ;-D
#1445
Sorry for double-posting, but I'm almost convinced this is an Editor bug.

http://www.adventuregamestudio.co.uk/forums/index.php?topic=52051.0
#1446
RemoveWalkableArea is supposed to work in room_FirstLoad.
- Add some Breakpoint to make sure that code is called every time.
- Don't forget that Walkable Areas are reset each time the player re-entres the room. So if you put RemoveWalkableArea in room_firstLoad it will do it only the first time...
#1447
Please do tell where and how your global variables are declared. (LastRoomAmbientSoundType, RoomAmbientSoundType, AmbientSound, etc.)

#1448
There was another thread where it was discussed that 32-bits should now be the standard so I did that, but there seems to have been some misunderstanding, maybe on my side. So hold on. (roll)
#1449
Editor Development / Re: 32-bits templates
Tue 21/04/2015 08:43:41
Y U SAY THAT AFTER SOMEONE SAYD 32-BITS IN OTHER THREADS?

#1450
Reporting a small issue with AGS 3.3.0 RC1:
When you click the "quit button" then the standard "Quit/Play" built-in dialog window appears but the text is shifted down 5 pixels lower or so. Its upper part is on the button, but its lower part pours out.
I haven't seen that with any other 3.3.0 RC1 game, so I guess it's caused by the template.

===========

@Ghost : I have migrated your template to 32-bits. PLEASE DOWNLOAD THAT VERSION AND DO ALL YOUR FURTHER CHANGES BASED ON IT.
#1451
Editor Development / Re: 32-bits templates
Mon 20/04/2015 16:56:24
Quote from: Crimson Wizard on Mon 20/04/2015 16:35:26
I'd rather suggest to merge this with original author's work, because if they make any more changes to their template, you would have to redo this conversion.

That will be done (by him). But until he updates his own work (which hasn't changed since mid-2014) with my changes, you should replace the template available in the AGS installer.
#1452
Editor Development / 32-bits templates
Mon 20/04/2015 15:56:31
I've started migrating the default templates to 32-bits + Direct3D9 as default settings. It also required exporting and re-importing all sprites.


Someone needs to replace the original templates in the repository or wherever they're stored.

DONE:

- 9-verb template  DONE
- Default Game     DONE
- Empty game       DONE
- BASS 2.0         DONE
- Verb coin        TODO


DOWNLOAD HERE.

#1453
EDIT
Spoiler

There's something weird with the template: you need to do "Pick up" envelope to open it, and "open envelope" gives the default "it doesn't work" speech.
I noticed that this issue is also present in "Indiana Jone è l'orro di Genghis Khan", which uses the template I believe.

And I have to confess that the script is far too complex for me to spot if this is a bug related to the connection between the buttons and the actions (seriously: wow 8-0) or just a misuse of the cursor modes. Quick tests strongly suggest that there's a mixup between "open", "look at" and "use".

I used the template version shipped with AGS 3.3.0 RC1
[close]

EDIT : I've narrowed it down to two issues: one bug and one clumsy game design choice:
1) Template Bug: The "Pick up" action turns into the "use" action when clicking onto inventory items (it works fine otherwise). I don't know if it's only in the English template but the fact that an Italian game was impacted too suggests it's in every language.
2) Clumsy choice: The envelope cannot be opened using "Open". The player needs to use "Use"


============


EDIT: unrelated note: Here is the 9-verb template with all graphics re-imported as 32-bits and the default settings set to 32-bits / D3D9. DOWNLOAD FROM HERE.
abstauber, I suggest that you correct the bug I mentionned then provide the latest version to AGS installer maintainers.

Notes:
- I've also reduced the number of frames for Beman's walkcycle, because it wasn't used in the demo game (and it was a pain to re-import all sprites one by one).
- I have based my work on the version that's included in 3.3.0 RC1, I have no idea if that's the same version as your latest version available for download in your latest post above.
#1454
I experienced the following weird scenario :
1) I downloaded AGS 3.3.0 RC1
1) Created a new game using the 9-verb template
2) I opened the Sprites tab, opened the Roger folder, and selected all sprites (clicking while holding shift)
3) Right-click-->Export all sprites in folder-->Selected a subfolder of Documents
4) Select the first sprite (still in the "Sprites" tab-->Right-click-->Replace sprite from file-->I DO NOT get told it seems to have an alpha channel

5) Repeat steps 2 and 3, but this time select C:\sprites as export folder.
6) Repeat step 4. This time I DO get told that the sprite has an alpha channel (but only for the 8 first sprites of the folder though! These 8 sprites happen to be the first row of sprites in the Sprites tab).

I'm not sure why AGS detects different settings to the files, and why not all of them.



#1455
Quote from: Fitz on Mon 20/04/2015 10:01:05
But the one thing I'm wondering is whether SuspendableWait can just put game's other processes on hold but only to return to them later (via unpause), or can it go all the way, including terminating other processes to carry out RestoreGameSlot?

That's a very good question. I have no idea. ;) The thing with AGS loops is that I always need some time to remember in what order things are done, and what blocks what (during the current game cycle or over several game cycles).

Seriously though, it's dangerous to talk about "processes" in AGS, it gives the false feeling that AGS is multithreaded, which is not true (well, there are just two big threads: the engine's inner working thread, and the custom script thread. And each is doing its work right after one another at each game cycle, so it's not really multithreading.

The simple idea behind suspendable wait is that it's a Wait (so you can call it only in repeatedly_execute, not repeatedly_execute_always) that actually waits indefinitely  if you call PauseGame somewhere else (typically: in repeatedly_execute_always). It can finish waiting normally if you call UnPauseGame afterwards.

As you know, Wait is blocking, but only for you and your custom repeatedly_execute scripts, but it is not blocking for the internal engine processing (updating of all internal variables, such as character positions, etc. -- allt he things that happen automatically at each game loop). It's also not blocking for your repeatedly_execute_always scripts, since they get executed at each game loop no matter what. I don't know if I can explain it more clearly, it's quite tricky.
Typically you would use that if you have two types of GUIs:
- the ones that should be affected by the game being paused (using GamePause). Typically, that would be your custom portrait GUI or dialog choices GUI. They're part of the game. In those, use SuspendableWait.
- the ones that should NOT be affected by the game being paused with GamePause. Typically, that's your Debug GUI or save/restore saved games GUI. In those, use regular Wait.

That's getting off-topic. The more I write,t he less I'm sure of what you're trying to achieve and if any of my suggestions matches your needs.
#1456
Oh yes please, a switch ;)
#1457
Quote from: Crimson Wizard on Wed 03/12/2014 13:42:25
Monsieur OUXX, since you seem to be interested in this, can you take Sphinx files created by Alberth and try out what needs to be done to compile them as AGS help file?

Sorry, I didn't see that. Yes, I definitely should do that.

- Yes, I think .tex should be converted to .rst
- I don't think the documentation should be in the code. I thought it was better in the past, but I realized that it's better to keep the doc easily accessible to people who don't mess with the code. They can do their thing quietly in their corner, without worrying about pulling/committing github code and such and browsing through the Visual Studio solution. All they need is one file and a text editor.


#1458
I've always found it odd that character speech was rendered on top of GUIs. I suspect this choice was made randomly along the years -- Like, the function "RenderDialog" being written just below "RenderGUIs" (fictional function names!) in the C++ code, by cheer chance, by CJ one night while he was drowning his sorrow in whiskey on a rocking chair under the full moon.

- How hard would it be to swap them?
- Would that make sense? I think it would. Dialogs are part of the "inner" game while GUIs are out of it. They are meta, if I may say so.


#1459
Careful if you start using %AppData%. That's for custom settings, that are saved after the game's first execution (typically: the position of docking windows, in layout.xml). Big fancy apps like Photoshop will copy their default brushes there (at installation time), to demonstrate that they are all still custom in essence, but that's only for showing off.

The default themes, however, would probably be shipped along with AGS. Hence their location should be the Editor's folder (inside /Themes subfolder).

Maybe what I wrote above is utter bullshit ^ Please ignore it if it turns out I made a complete fool out of myself.

#1460
MyEakinsBack's function is a good start, but I suspect there could be a second issue :

I think the second issue might be that the collision detection does work, but gets executed only after the characters finish walking.
Try adding a cmonster.StopWalking and cEgo.StopWalking in your collision script and see if it makes the teleportation immediate.
If the issue persists, please explain where you put the collision detection function: In repeatedly_execute, or in repeatedly_execute_always?
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