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Messages - Pumaman

#321
Try disabling the sound and music in the game Setup program, see if that helps. I remember that could cause problems in older versions of AGS.

QuoteWhat? Trilby's Notes or the Special Edition? Thought the SE was released in 09?

The games may have been released in 2009, but Yahtzee made them using a version of AGS from 2004. Several issues have been fixed since then.
#322
Quote from: Chrille on Wed 07/04/2010 15:40:57
It still doesn't work. Lousy laptop!

Pity ... looks like your laptop doesn't support any suitable resolutions. You could try turning on the 3x filter in Setup and see if that works.
#323
Windows 98 is no longer supported. As Khris says, it's so insecure and outdated that I would not recommend using it for anything, even AGS!
#324
Sorry, this game was made with a very old version of AGS and it's no longer possible to offer fixes for this.
#325
Quote from: Ryan Timothy on Thu 08/04/2010 04:32:52
Alpha channels damnit ALPHA CHANNELS!

What is it exactly about alpha channel support that you need? For the most part alpha channels should work fine, the main exception being some limitations on DrawingSurfaces and some quirks in the way GUIs with alpha channel controls work?
#326
Thanks, I will look into this.
#327
What does the right-click on the inventory item do? Does it do a Display or a Character.Say()?
#328
AGS 2.72 is no longer supported.

In Windows Vista/7, if your game colour depth is different to the windows desktop colour depth, you'll get the Basic Colour Scheme engaging when you run in a window. To stop this, either change your desktop colour depth to match the game, or switch the game settings to use the Direct3D 9 driver which does not suffer this problem.

You can run the game Setup program to enable a 2x or 3x filter to increase the size of the window.
#329
Hmm, there's definitely no extra spaces on those lines or anything like that, that might make it think they're different?

Old dialog lines are not automatically removed when you update the translation source -- this is because you might have manually added some extra lines to the translation file and so you wouldn't want AGS to automatically remove them again next time you updated it.

QuoteI'm assuming that it does no harm to delete lines that are not translated? As long as the remaining lines are still in pairs of course?

Yes, that should be fine.
#330
If you have the space background in a sprite, you could use the DrawingSurface functions to draw it twice side by side, with the x co-ordinate varying as the player presses the arrow keys.
#331
So when specifically does the problem happen? Is it after running a blcoking command like a Wait() that the cursor doesn't return to its old image?
#332
Currently lip-sync is a game-wide setting, and can't be enabled on a per-character basis.

Would anyone else use a feature like this?
#333
Yes I got your PM, thanks -- I haven't had a chance to test it out yet.
It must be sound driver-related if this problem only happens on some PC's, I'll see if I can reproduce it.
#334
QuoteError: An error occurred while parsing EntityName. Line 1, position 148.
Version: AGS 3.1.2.81

This error is some sort of problem with the debugger communicating between the editor and engine. It seems to happen very rarely, I haven't yet identified what causes it.

That version of AGS is a non-SP1 release of 3.1.2, I recommend you upgrade to 3.1.2 SP1 as it fixed a few issues.

QuoteGame.GetViewFrame(player.NormalView, player.Loop, 0); // Set it to their current Normal View

The bug is caused because I'm using a view with more than 4 loops. In fact 29. I've done a workaround, but well, it should be pointed to either CJ or Ali.
And this is what I'm using:
cDent.LockViewFrame(11, 3, 0);

This is not a bug in AGS -- if you change the character's view to View 11, then try to use the player's current Loop number with player.NormalView, it could well request an invalid loop number in their normal view.

Did you mean to use player.View instead?
#335
There shouldn't be duplicate lines, no. If duplicates are being generated, that sounds like a bug which I would need to look into.
#336
If the stutters are reliably reproducable, that would be useful yes please.
#337
Thanks for getting DebugView and testing it, guys!

QuoteI've been having problems with widescreen borders.
DebugView shows this:
So I get borders all round, and a squashed game.
The solution is obvious

Thanks, that's now fixed.

QuoteDebugView gave me this

In this case, your graphics card doesn't support the 960x600 resolution which would be necessary to run the game with side borders. There's nothing AGS can do about this, though you may be able to somehow enable the resolution in your graphics card control panel.

QuoteI upgraded to 3.2 just before you released the final version, it hasn't worked in either.

This might be fixed by the new version, can you let me know if it works.

QuoteI still hate the fact AGS runs 16:10 aspects fine under Vista/Win7 ONLY if the resolution is set above 640x400.

I'm not really sure what you mean. In what way does it not work? Any problems with 320x200/320x240 games are probably just caused by your graphics card drivers not supporting those resolutions.


Anyway, yes Final 2 is now up. This fixes a few issues, but as there are some relatively important changes, I'd like to treat it more like an RC release and give it more time before declaring it completed.
#338
Well, as resolutions increase and 800x600 and 1024x768 games become more common, 2 MB room files are becoming a more standard size, and AGS should be able to load them without stuttering. So I would still consider it a bug in AGS if the music is jittering while changing rooms.
#339
Interesting. You shouldn't be getting problems like this, but if we can find a game that reliably reproduces the problem on several computers, I can investigate it and try to find a solution.
#340
In the target game, right-click on the Rooms node and choose "Import existing room". You will need to import and re-hook up any object sprites that you were using.
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