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Messages - Pumaman

#301
Hehe, typical. Well, do let me know if you get the problem again.
#302
Quote from: cat on Wed 12/05/2010 16:05:53
There are so many nice places to go in Tuscany (Firenze, San Gimignano, Volterra, Siena,...), I think we should do some of those trips and people that stay longer in Italy go to Rome, Pompeii, Venzia.

Yeah, a couple of day trips should be fun. We don't all need to agree in advance -- as per usual Mittens practice, the people that are interested in going somewhere can just get together and do it.

QuoteAlso CJ's car will probably be a five seater, with Esseb crammed in there too.

I never agreed to all this, none of you are coming in my car!!
#303
Ok, so 7 of us have booked flights which land at Milan Malpensa at 10:05am on Fri 30 Jul. We're planning to hire a car then to drive to and for the duration of mittens.

Is anybody else flying in to Malpensa who wants in on the car?
#304
Quote from: SteveMcCrea on Thu 06/05/2010 20:08:00
My game keeps using more and more memory (the private working set in Task Manager), unless I disable sound from winsetup.

Thanks for reporting this. I think I have identified the cause of the problem; could you please download this patched ACWIN.EXE and replace the one in your AGS folder with it. Then, see if you still get the memory leak:
http://www.adventuregamestudio.co.uk/acwin.zip
#305
Quote from: Captain frakas on Sun 09/05/2010 14:48:48
In the first room, there are 3 characters, and one of them doesn't look like the others. You can select him by typing "2" on your keyboard (or by middle-clicking on your mouse and then clicking on the middle portrait).
When you make him move on long range (by clicking far of him with the mouse), the error windows will fire during it's walking action. If you make him move on very short range, the error will not fire. If you achieve to quit the first room with this character, you can then move him on long range without fearing the error windows.

Thanks for uploading. I tried this out, but I didn't get the error message.

Is there anywhere in particular on the screen that you have to click to move him to? I pressed 2, then moved him back and forwards across the screen but didn't get any errors?
#306
Interesting, thanks. Has anyone else seen this error at all?
#307
So this only happens sometimes? Have you noticed any pattern to when it happens?
#308
Strange, with a mouse DirectX seems to automatically scale the co-ordinates to the screen resolution, but this doens't happen with a tablet. This is pretty hard for me to diagnose as I don't have a tablet, so I'm not sure what might be causing it. Are there any Control Panel settings for the tablet that might let you adjust this behaviour?
#309
The GUI needs to have an alpha-channel background image, or the GUI won't be enabled for alpha blending.

Does the GUI have a Background Image set?
#310
Your graphics card might not support a suitable resolution to enable the borders.

You could try following the instructions in this post:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37668.msg534326#msg534326
to get DebugView, which should at least tell you why the side borders are not working.
#311
Quote from: Captain frakas on Wed 05/05/2010 01:23:30
Sure, do you need my whole project folder or can you find it with just the compiled executable ?

It's easier for me to debug if I have the whole project folder, so that would be useful please (you don't need to include the Compiled folder in that).

Thanks!
#312
Can you upload a game that demonstrates this problem? Last time it was reported, we couldn't reproduce the problem.
#313
Quote from: [ Arj0n ] on Sun 02/05/2010 17:55:01
I checked v3.2.0 Final 3 and it seems it is not fixed although the Final 2 change list does mention it should be fixed...

Ah, thanks -- it was still broken if you had a Wait() just before setting the Visible=true. This is now fixed.

So, Final 4 is now up, which fixes the reported crashes and a few other issues. Please let me know if you have any problems with this -- as I've said far too many times now, this will become the official 3.2 release if no issues are found over the next week.
#314
Quote from: cat on Mon 26/04/2010 08:55:04
Are you planning to go to Firenze during the week for some sightseeing?

I'm sure there will be at least some people interested in doing a day trip to Florence; we don't tend to make firm plans in advance but I'm sure there will be people who want to do that one day.

QuoteHow will you guys arriving at Milano come to the villa? What's the next trainstation?

Some of us are planning to rent a car and drive down, I'm not sure what the nearest train station is but we can probably find that on the internet.
#315
Hehe, quite unlikely to happen but I'll fix it anyway.
#316
QuoteAlthough this is not technically a bug it is certainly an annoying quirk of the editor.
If a GUI is very tall (for example if you want to scroll it) the entire gui obviously wont be shown in the editor but there are no scroll bars or anything..
So guis either need to have a maximum height or it needs scroll bars.
QuoteThere is a teeny tiny glitch that happens to me at least once a day and I imagine it happens to a lot of other people as well.  I finally figured out yesterday how to recreate the issue each time, flawlessly.

Thanks for these, however please can you post things like this in a seperate thread.
I'd like to keep this 3.2 release thread for ONLY problems which are specific to AGS 3.2 and that don't affect previous versions.

QuoteWith the latest version of ags, trying to run a .Play() command (I haven't tried the old way) with "No digital sounds" as audio device, causes an Illegal exception.

Thanks for reporting this, I have reproduced it and will fix it.

QuoteThe game crashes with a fatal exception every time at this point.
Line 36 reads "Game.StopAudio ();". From my understanding of the situation, this should stop all audio playing if passed with no parameters, yes?

Thanks, I'll fix this too.

QuoteI'm getting this error.(warning in fact). But it doesn't allow the game to compile, nor does it tell me where the error is, nor there is PlayMusic(25); in any room. I think you've removed the PlayMusic room property thing on the interaction thingy. And perhaps it's set there, and doesn't allow game to compile, and I can't access it to fix it.

Ah, is the message not telling you which room it applies to? I'll fix that.

When AGS 3.2 compiles the game, it goes through all the rooms and if they have a "Play music on room load" set, it tries to convert that by adding a line of script to the Player Enters Room event. So if you had set the room's on-load music to Music 25, but you didn't have a MUSIC25.OGG file in the music folder, you will get this warning.

However, this is only a warning, not an error, and should not stop your game from running.

QuoteThere's a bad error report when you miss the double equals sign with Random, like so:

Hmm, that's not specific to Random, it happens with any function call if you do that. I appreciate it's not a perfect error message, but it's probably not something I'll spend any time changing.

QuoteI was porting this game today from 2.72 to 3.1.2, and well all the variables were ported perfectly, however variables used this way in 2.72:
SetGraphicalVariable("NAME");
or GetGraphicalVariable("NAME");
Weren't ported correctly, and I had to go alll the way and replace them, not much of a job, but totally boring and tedious.

What exactly was the problem? Graphical Variables are such an old concept from AGS 2.x that there probably isn't an easy way of porting them.

QuoteCJ, will this be fixed in the new version?:
"Need to move mouse before button functions properly".
I'm currently using v3.1.2 SP1, February 2009.

That should already be fixed in 3.2.
#317
Can you explain exactly what you did that caused these problems?

What directory was the game originally in, and what directory did you move it to?

The game may seem to be running correctly despite that error, but it has not been able to find the My Documents folder for some reason, which means save games may not work correctly.
#318
Currently you can't create sub-folders for dialogs, however this is something I'd like to add to a future version.
#319
Walk-behinds are pixel-perfect for obvious reasons.

The other types of area mask are stored at half-resolution to reduce memory usage and improve performance, since they don't need to be accurate to the pixel level (unless as you say you're really going for it with a pixel hunting puzzle!)
#320
QuoteCJ, I'm wondering - would it be possible to add a function to the plugin API to override AGS' viewport initialization so that the plugin could take care of all rendering while AGS runs in the background handling the game logic? Seems like that could solve a lot of issues people are having with resolutions and also allow for aspect-ratio independent games.

Possibly, though that could get quite complicated. It's something to think about for future versions.

QuoteI seem to be having a problem with the Object.Move command in a room_RepExec() function.

Bottom line: it doesn't work. Whenever I perform an action on something in the room, however, the move gets executed.

As monkey_05_06 says, you are probably calling Object.Move every game cycle, which means it is continually restarting its move. You need to consider when exactly you want the move to start.


Anyway, Final 3 is now up with a couple of fixes for reported issues. This time I really am planning to make this the official release version, because 3.2 has been in beta for a year now! So if no other issues are found in the next week, this is becoming official :)
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