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Messages - Monsieur OUXX

#161
Quote from: manu_controvento on Tue 29/12/2020 15:26:33
Ok, I found a nice alternative: SpeechBubble!

Anyone please already implemented the ThinkBubble method?

Thanks!

Hi! I think Speechbubble is your best option.
What's missing for you in this? Is it just that you'd like a different shape in the shape of a cloud?
#162
Users of AGS forums, care to leave a review for #RelicOfTheViking? :)

https://www.adventuregamestudio.co.uk/site/games/game/2500-indiana-jones-and-the-relic-of-the-viking


PS : If you've only played version 1.0 last year and experienced some frustrations because of some bugs, then consider playing version 1.1 pleeze.


#163
Engine Development / Re: AGS engine Linux port
Mon 21/12/2020 08:49:11
FYI I have another Linux user who says he finished my game (exact same release as the one who had issues) without issues :

https://twitter.com/ChiSamurai78/status/1340760139247316992
#164
Quote from: Darío on Fri 18/12/2020 15:57:00
I do speak Spanish, but unfortunately that is not one of the new languages ;-)

Anyway, it looks fantastic, but I'm stuck in the first puzzle... I will ask for help in the game forums  :(

I've answered your post ;)
Alternatively you can use the "Hints and tips" subforum of this very forum, there's always someone who's played the games.
#165
Engine Development / Re: AGS engine Linux port
Fri 18/12/2020 17:01:58
Quote from: Crimson Wizard on Fri 18/12/2020 16:48:31
Sorry, I forgot to ask, what version of AGS is the linux port (or which commit it's from if built from our repository). And I assume, this does not happen on Windows?

Correct, it does not happen on Windows.
This was built with AGS 3.5.0.24
#166
Engine Development / Re: AGS engine Linux port
Fri 18/12/2020 16:36:43
Quote from: Crimson Wizard on Fri 18/12/2020 14:10:27
Could you clarify, does it happen in particular part of the game all the time, or at random parts? In other words, is it location or playtime that is important? Does it happen when the game runs for the time straight, or you can rerun the game, restore the save, and it will crash anyways at about same place?

Does it happen to single person, or any player?

And ofcourse, when it crashes, are there any messages anywhere, e.g. in the terminal (if player runs from terminal)?


- In a particuar part of the game? :
       "Sound crash" (scenario 1 ) --> YES
       The other crash (scenario 2) --> Seems random

What happens if you reload the game?
    I'll ask the player

Does it happen to single person, or any player?
    I have only one Linux tester :/ There's another guy, I'll ask that guy.

When it crashes, are there any messages anywhere, e.g. in the terminal (if player runs from terminal)?
    I'll ask
#167
Engine Development / Re: AGS engine Linux port
Fri 18/12/2020 13:55:46
My game makes AGS Linux crash about half-way through the game. Everything runs fine for about 45 minutes but then something makes it crash, only on Linux, and during a completely innocuous part (nothing special compared to other parts of the game).

Who do I speak to to try and find the cause? It might be an engine memory leak related to sound because the user says that after that point the game crashes randomly.


The game :
https://www.dropbox.com/s/wt0sa0692hr1al5/Relic%20of%20the%20Viking%201.1%20LINUX.zip?dl=0

Scenario 1 : crash caused by sound effect :
(debian testing 64bit)
(ran as user, not admin)
1. download file
2. uncompress file
3. open terminal in extracted folder
4. chmod +x IndianaJonesandtherelicoftheviking
5. cd data
6. chmod +x ags64
7. cd ..
8. ./IndianaJonesandtherelicoftheviking

After dong that, play the game (use the walkthrough if needed)
Play until you manage to break the small metal door of the ruin and if falls onto the snow and starts sliding towards the right.
At the exact moment when it hits the ice wall, the game is supposed to play a sound effect. It does play it, but then the user reports that that game hangs indefinitely.

Scenario 2 : trying to work around the sound-related crash issue :
1. download file
2. uncompress file
3. open terminal in extracted folder
4. chmod +x IndianaJonesandtherelicoftheviking
5. cd data
6. chmod +x ags64
7. "run ags64 directly" (I don't know what exact command was used)
The user reports that by running ags64 instead of the launch script (IndianaJonesandtherelicoftheviking), the sound libraries are not loaded. Therefore there's no sound. Therefore the game doesn't crash when trying to play the sound.
BUT there's still an issue:
Quote
by disaling sound I managed to get pass the point where the "ice crack" sound was making the game crash. The small cutscene ends properly.
But after that, the game crashes at random. For example if I click on the wall, indy gets close to it and the game crashes.
if I ignore the wall and go to the port, for example, after a few seconds, the game crashes.

#168
Quote from: Shadow1000 on Thu 17/12/2020 15:28:22
Is this release very different than the one from a year ago?

No, it's mostly bug fixes and some puzzles make a tiny bit more sense.
It has value only if :
- you were infuriated by the bugged "steam pipes" puzzle
- you absolutely wanted to see Indy use his whip (now, he does)
- you speak French, Italian or Spanish
#170
Can you briefly explain wat we're supposed to see in @eri0o's thing when the upload works? I don't get it. I click upload, I get some debug logging on the right side of the screen, and then nothing. I tried a few games, always the same.


That was some time ago. Today I just tried and it works!!! (Too bad our game cannot actually run on this as it relies on mandatory translation files :/ )
#171
Hey! I missed that.

Can you explain what was the main motivation behind moving to SDL2? Was it just to stay up to date and move away from a code base that was no longer going to be maintained, or was it to get some specific feature?

The resizable window is nice.
#172
Quote from: Baguettator on Sat 28/11/2020 17:56:16
To test it, which folder the editor uses as the "game folder" ?

Whatever folder the game is running from. So if you're running it from the Editor, then from memory it's the Compiled/Windows subfolder or something like that. (because yes, the game does need to be compiled to run, even when debugging from the Editor  ;) ) If you're not sure (I never am!) then just put a dummy file in the folder and try to open it in your game until you find the correct folder. For example :
Code: ags

//After putting a file named dummy.txt in the Compiled/Windows/music folder : 
File* f = File.Open("music/dummy.txt");
if (f==null) { AbortGame("Woops! Wrong folder!"); }

I would advise to ALWAYS add $SAVEGAMEDIR$", "$INSTALLDIR$" or "$APPDATADIR$ when opening a file. This avoids a lot of human mistakes, especially if you run your game as administrator and forgot that other users might not do that / might not have access rights to the execution folder.

Extra tip: I myself being a lazy bum put my files manually in the execution folder BUT if I recall there's a fancy method to put files in a special AGS Editor folder so that they get copied to the Compiled folder automatically. Something like "Data"? I'm not sure.


Quote from: Baguettator on Sat 28/11/2020 17:56:16
Is it possible to create a PlayList with the MP3 audio files used with the function PlayMP3File ? I managed to do something with a Listbox (and randomly choose the index's string), but I don't know how to choose another clip when the first one has finished.
There's two questions in one : 1) Is it possible to create a list (i.e. an array) of file names to play from? --> Yes. I don't know if you've put the file names into the list manually but putting them there programmatically shouldn't be too hard 2) How do I detect that the track has ended? That's usually performed using one of two ways : a) calculating if the time elapsed is equal or greater to the track's length. (there should be functions for that?) OR b) check if the audio channel where the track is/was playing is still being used. "b" is the modern way but I think that's not compatible with the old "PlayMP3" function that you're using. So maybe try "a".

#173
Beneficial misunderstanding
Someone gave you a letter or an object or a tag that was intended for you and meant something only to you. But then it turns out that if you give it to someone else they interpret it in a completely different manner and believe it's an order to do something they'd otherwise refuse to you. The core of this puzzle (and what makes it different from the basic "use receipt to get free object") is that the object has a clever double-meaning that depends on the context.
Example : at the start of the game, someone tries to kill you in your sleep in your hotel room. After killing the assassin, on their dead body you find an official secret service letter that says "kill the spy" -- meaning "killing you". Later in the game as you try to sneak in the secret service headquarters you give that letter to the guard pretending there's a mole in the HQ and these are your official orders to investigate.
- Variants : letter, recording, passport, etc.
- Variant (simplest version) : you learnt the name of a guard that you later name-drop to earn the trust of another guard (seen in : Fate of Atlantis)
- Variants (advanced) : You recycle only a part of the original material : you cut out the stamp or the signature to forge a new document (seen in : Day of the tentacle), or you edit the recording to repeat only a part of it or change its meaning (seen in : Gabriel Knight 2), etc.
#174
OK so the core of the feature is about speech files rather than translation files. Thanks! I didn't know that.
Open question : Is there any "known trick" used to make translations management easier by repurposing those numbers? I don't know, anything. Like cleaning an export of unused lines or whatever.
#175
Hi Tolga,
I can't help but I wish you the best of luck.
#176
I've read this on the forums :

Quote from: SpeechCenter on Sun 15/07/2012 22:23:09
Line numbering in AGS, for example, "&3 Welcome" (...)

Where can I learn more about that? Is there a special feature of Translation files that I don't know about?
#177
General Discussion / Re: the blender 3D thread
Thu 03/12/2020 08:19:18
Quote from: KyriakosCH on Fri 06/11/2020 12:02:40
Some of my stff on a civ3 map (city-camp-power generator)

I finally understand why you've been modelling all those isometric historical buildings all these years.
#179
The jam doesn't have a very good visibility in regards to the outcome. How do I see all the games that were produced, apart from the handful of links kindly provided by heltenjon?
#180
Quote from: CrashPL on Fri 27/11/2020 10:58:24
The final build of the game was created on 3.5.0.26 in december 2019, I haven't updated the version of AGS I use since then.
The patches I rolled dealt with minor bugs and text fixes, like missing commas in the Polish translation.

But 3.5.0.26 didn't exist in December 2019? It was 3.5.0.24 I think? Or maybe I'm completely wrong.

Anyways, the mystery remains. Maybe I should try again with my laptop plugged/unplugged, which triggers energy-saving mode, which in turns maybe changes something in the performances or hardware acceleration or refresh rate... But again it's apowerfull laptop so it shouldn't impact an AGS game, especially when there aren't more pixels to render in letterboxed fullscreen versus windowed.
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