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Messages - Pumaman

#241
Hmm, this is strange. Which version of Windows are you running?
Does this error happen immediately at startup, or later on during the game?
#242
Well, due to AGS being 32-bit it cannot handle files larger than 4 GB. However, as long as the resource files are split, this should be ok.
#243
How large is your compiled game? It shouldn't take 30 seconds before the preload.pcx comes up, I'd be interested to see what exactly is making it take this long.

Are you using the Split Resource Files option? If not, try turning it on and see if that helps with the startup time.
#244
PauseGame counts the number of times it is called, and you have to call UnPauseGame the same number of times before the game starts running again. This is by design.
#245
Hmm, I'm sure this was fixed by now. I'll have another look.
#246
Would anyone else find this useful?
#247
Quote from: Snarky on Wed 07/07/2010 01:51:37
Canceled/Declined:
Adamski
Andail
Becky
Finkenstein
MrColossal
Nacho
Radiant
Tarah

Sorry to hear that all you guys have had to decline, it won't be Mittens without you!

QuoteChecking your itinerary it appears there will still be space in the 9 seater?

Our 9-seater currently contains:
Me, AGA + GF, Davy + GF, Esseb, Hotspot, Grundislav ( 8 )
so there is one space remaining, though it might be cramped if we do try to fit 9 in.

As AGA says there is 3 days worth of hostel stays and food/drink to add to the cost.
#248
Quote from: Calin Leafshade on Fri 25/06/2010 16:50:51
Yes, I'm confident this is a new issue with Final 5

And i'm using AdditiveOpacity

Can 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?

QuoteWhen I try to install the latest version (On Windows 7 64 bit) it seems to crash my virus scanner (Kaspersky).

Heh, probably not much I can do about that!
#249
I looked into some alternative systems a while back, at the time none of them had support for loading all of OGG, MP3, WAV, VOC, XM, S3M, MOD and MIDI; which are all formats that the current Allegro audio system supports. That was the main reason why it hasn't been changed so far.
#250
Quote
An error has occurred. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS.
(ACI version 3.20.1099)

Error: DeleteSprite: Attempted to free static sprite X that was not loaded by the script

This looks like a bug in AGS, probably related to restoring a save game if you're using a dynamic array of dynamic sprites. I'll see if I can reproduce it.
#251
Yes, there are a couple of limitations on the way the compiler handles static functions & properties. It's the same reason that this doesn't work:

int hour = DateTime.Now.Hour;

I will try to get around to fixing it at some point.
#252
The auto-complete is aware of a couple of #defines (STRICT, STRICT_STRINGS, STRICT_AUDIO), but it currently doesn't parse custom #defines.

This is such a rarely-used feature, that I'm not sure adding support for it can be justified.
#253
As I remember, it had to be done this way because the import of old 2.72 games would sometimes generate this sort of situation in the room scripts. However, it would be a good idea to add an option for new games to enable this checking.
#254
Yes, agreed. This is something I've been meaning to do for a long time.
#255
The calculated path could change, if walkable areas have been enabled/disabled or other blocking characters have moved around since the initial calculation.

Quote1) If another character gets in the way (and both are blocking==true), then I guess the old path is dropped, and a new path is recalulated to the same previous destination and our first character keeps walking. (However, I sometimes get the impression that two blocking charactes walk through each other, but it's hard to tell).

When the path is initially calculated, AGS will treat other blocking characters as non-walkable, and calculate a path around them. If two moving characters collide mid-move, one of them will stop temporarily and wait for the other one to get out of the way.
#256
Does it make any difference if you run windowed or full screen?
#257
The WFN font format goes back to the very early DOS days of AGS, when it was written using something called the Wordup Graphics Toolkit, which had its own custom WFN font format. Of course, AGS no longer uses WGT, but it still uses the same font files!

Glad to see you've pieced it together yourself, if you need any more info let me know.
#258
Yeah, I suppose there is no longer any reason for AGS to not allow you to move a GUI off the screen, or have one larger than the screen.

The main reason it had this restriction was because of confusion with the co-ordinate system, but since hi-res co-ordinates have been supported for quite a while now it's probably not needed any more.
#259
Hmm strange, I'll see if I can reproduce it.
#260
That game was made with quite an old version of AGS ... you could try running in Windows 98 compatibility mode or disabling Sound in the setup program, but I can't gaurantee that those will help.
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