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Messages - Pumaman

#221
Assuming you're using AGS 3.1.2, you can use PlaySoundEx to specify an explicit channel number for the left click and a different one for the right click, so that they always override the correct sound.
#222
A feast for the eyes, indeed!

Quote from: Creed Malay on Sat 14/08/2010 12:08:48
Behind the scenes bonus factoid - after we'd filmed the scenes in the sunflower field, Cisco and me suddenly realised that each and every one of those flowers were *crawling* with bees. We exited the field very gingerly.

Seems like this film's going to create quite a buzz.
#223
Mittens was a great laugh as usual; it was fantastic to see you all again, and to welcome Francesco and Cat to the fold!

Thanks to m0ds for organising the quiz and filming, to Francesco, Francisco, Jen and Cat for translating, to the Blue Bar Man for having an awesome moustache, and to Drunken Waiter Roberto for finding Jen's sunglasses. Oh, and of course, thanks to you all for coming!

Great pics Chrille, miez and Grundy! Mine are here (too lazy to caption them this year), I'll try to edit together the Mittens Movie over the next couple of months:
http://www.adventuregamestudio.co.uk/mittens2010/

EDIT: oh also, I've updated the forum titles. They should all be working (except m0ds, whose title never works in the Adventure Related Chat forum for some strange reason!), the criteria is based on number of mittens attended:
1 = Mittens Initiate
2 = Mittens Faithful
3 = Mittens Regular
4 = Mittens Liege
5 = Mittens Addict
6 = Mittoholic
7+ = Mittician

Let me know if I've cocked yours up or missed anyone.
#224
Last time we looked at this, I'm sure the conclusion was that the D3D tint operates correctly, but the DD tint has a bug that doesn't always tint properly. As far as I know the D3D tint should be correct.
#225
Well, the AGS rendering loop basically looks like:

d3ddevice9->BeginScene();

For each sprite:
  direct3ddevice->SetPixelShader(...);
  direct3ddevice->SetTransform(...);
  direct3ddevice->SetTexture(...);
  direct3ddevice->DrawPrimitive(...);

direct3ddevice->EndScene();
direct3ddevice->Present(...);

The AGSE_PREGUIDRAW event is drawn in the middle of the rendering loop after all the non-GUI stuff has been drawn. So I'm not sure if it's possible at that point to get what has already been drawn and re-draw it, I can't remember enough about how D3D's back buffer works. In AGS the D3D backbuffer is not lockable so it can't be directly accessed.
#226
I think AGS should support OO polymorphism properly, rather than trying to hack around it with new keywords. However, obviously that's not a priority right now!
#227
When you compile the game, the editor modifies the resources in the compiled EXE to reflect whether the game supports the Vista Game Explorer or not (it needs to set the entry to "no" if you're not supporting it).

However this could potentially be made a warning rather than an error, however I'm sure other people have run it on Wine and been able to compile successfully -- can anyone help us out??
#228
Quote from: Calin Leafshade on Sun 08/08/2010 06:53:46
The plugin API doesn't expose the texture that the engine is drawing to (although I imagine it draws straight to the backbuffer) So I'm finding it difficult to redraw whatever is on the screen.

Correct, it does not. But it sounds like what you really want is to hook into the AGS rendering process where it selects which pixel shader to use for each sprite, and replace it with your own.

If that's the case, is that something you would use?
#229
What are you setting a tint on? A character, or region, or an ambient tint?
#230
Strange, after restarting the editor have you seen that error again?
#231
Interesting!

Of course, you need to bear in mind that if you make a game that uses a C# plugin, then the player will need to have the .NET Framework installed in order to play your game.
#232
Well spotted, thanks. I'll get it fixed!
#233
Hmm, strange. Has anyone else had a problem like this?
#234
Hmm, then it could be due to the sheer number and size of the scripts. The script loading and linking code in the engine has never really been optimised for speed, due to the fact that it has never caused a performance problem -- but your game might well be the exception.

I'll take a look at it at some point and see if I can speed it up.
#235
Ok, so are you saying that the alpha behaviour doesn't the work the way you'd like it to -- but it does work the same way as in previous versions of AGS?

If that is the case, then 3.2 Final 5 hasn't broken anything that used to work, and I can go ahead and release it. The AGS GUI alpha behaviour can always be improved in a later version.

If you switch round which GUI button is on top (by using the Send To Back / Bring To Front options in the editor) does that affect the result?
#236
If you still have a version of the game that crashes, I'd be interested to see it to see if I can trace the problem?
#237
It's possible you had a variable declared with the same name as one of your GUIs. Anyway glad you've sorted it.
#238
Quote from: Crimson Wizard on Sun 25/07/2010 14:59:41
1) There's no "replace all" option.

Agreed, this would be useful.

Quote2) It is possible to hit and hold enter key, when "replace" button is selected, and it will work, but for some reason script window is not updated during this process and you will only see changes after you release the key.

This is a very minor issue, it's not something I would plan to spend any time on changing.

Quote1. Have the find/replace all, with an option to be: per document, per open documents or per entire project.
2. Find all references as a context menu on all existing types.

Yes, I think a "Find in game" option that searches all scripts and all dialog scripts is something that the editor really needs, I will try to add it at some point.
#239
Yes, this is a known issue with the script compiler. It's something that might get fixed if I get round to rewriting the script compiler at some point.
#240
QuoteHey - so great that 3.2 supports black bars on widescreen resolutions - one thing I've noticed, at least on my monitor, is that the bars are uneven at 800x600 - AND, that if I auto-adjust my monitor (you know the auto button that all monitors have now) - boom. It shuffles the image to the left and then all the black is on the right.

My monitor does this too. I'm not sure why it would only affect AGS games, perhaps the black borders need to be not actually black, but slightly grey in order for the monitor to recognise them as part of the screen. I'll do some investigation around this.

QuoteI have a question, is this intended that those functions without any explicit return type can actually return integer?

Yes, this is for legacy reasons because in the old days the script compiler didn't do any type checking and assumed that all functions returned an int.

QuoteCan one of you upload a Before and After screenshot of a GUI with this problem in Final 5, and what it looked like with Final 4? I've tried to reproduce the problem but my test alpha GUIs look the same in both Final 4 and Final 5.
And as I asked, can you all please say if you're using Classic or AdditiveOpacity?

Just to reiterate this point -- I really want to release this Final 5 version as the 3.2 Official Release, but I don't want to do this while there is a potentially serious GUI alpha problem outstanding. Can anyone provide an example of the problem?
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