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Messages - Pumaman

#561
Quote from: MD on Tue 06/10/2009 11:05:58
I was working on objects (Hitler version - Windows Vista, .tif img) and happened this:

Do you remember exactly what you did just before this happened? If you load the same room again, does the problem happen again?

QuoteThere seems to be a bug in the new sound logic somewhere.  It was happening in the most recent beta, and it's happening in RC1 as well. 

When I play the same sound repeatedly, very fast, the sound is replaced by sounds that were previously playing. 

If you could upload a build, that would be helpful please -- it's probably a combination of factors that might be hard to replicate separately.
#562
Well spotted -- although the error message that you get is fairly descriptive and does pinpoint the problem, so it's not going to be an urgent fix.
#563
This should be resolved in the 3.2 betas.
#564
Quote from: Calin Leafshade on Mon 05/10/2009 20:02:23
well thats taken the wind out of my sails. I didnt realise there wasnt a central system which plays the samples.

I still think replacing the sound system with OpenAL would be a blast. It would essentially give AGS a more fully funtional sound system. You could define the environment, multiple different sources and have reverb and stuff.

It might be beneficial to switch to another audio system like OpenAL, however considering the size of the AGS to-do list, and the relative importance of adding reverb as opposed to all the other things that need to be done, I don't see it happening any time soon :)
#565
Quote from: Ninone on Mon 05/10/2009 14:17:34
http://www.easy-share.com/1908020375/try.rar

thank you

Hmm, I tried adding this test video to a 640x480 game in AGS 3.2 RC1, and adding a PlayVideo command to play it (with FLAGS=1). It played fine with both DX5 and D3D drivers.

Can you try out the 3.2 Release Candidate (back up your game first!), and see if that resolves the problem?
#566
The problem is that, as I understand it, Allegro doesn't provide an easy extensibility point for hooking into audiostreams. Because AGS uses various libraries like AllegroMP3, AllegroOGG and DUMB to play different types of audio, all of these would need to be modified to reroute through some sort of custom AGS audiostream processor.

It's probably possible to do, but not a trivial task.
#567
QuoteI'd love to see a parameter to define the AudioChannel in Audioclip.Play and .PlayQueue. That way PlayQueued also would make a lot more sense to me

Fair point. PlayQueued is currently based on audio types and so is only really useful with clips that have an audio type that allows 1 simultaneous channel.

QuoteAnd I'd like to have an option to change the default volume for audio types by script. Right now, it's a little tricky to do this (like making a slider for music and sound).

Ah yes, I remember you mentioning this before. I'll look into it.

QuotePlease can "winsetup.exe" be compiled as "Setup.exe". "winsetup" is so 90's and call me particular but I really grow tired of renaming it manually every few compiles or so.  Setup.exe is much more generic.

It was originally called "setup.exe", but people got confused and thought that it was an installer program -- hence the "winsetup.exe" name to distinguish it as Not An Installer.

However, there's no reason why this and the game EXE name shouldn't be customizable in the editor settings -- it's something I need to add at some point.
#568
Unfortunately, the sound system that AGS currently uses doesn't support reverb.

It might be possible to switch sound system in future but that would be a lot of work and is probably not worth the hassle just to implement a reverb effect.

Would anyone else use something like this?
#569
Advanced Technical Forum / Re: Screenshot bug?
Sun 04/10/2009 21:33:16
Ah interesting, thanks for testing it... there might be a problem there when the side borders are enabled, I'll look into it.
#570
Quote from: Denzil Quixode on Wed 23/09/2009 19:47:29
That would be very useful! Could there be an AGSE_BEFORESAVE, as well? (The way I'm storing managed objects means I don't always know immediately when I should be decrementing the reference counts, but I can force a full "sweep" at a moment when it isn't likely to cause a noticeable pause, which is why I was asking about calling DecrementRefCount in AGSE_SAVEGAME before - AGSE_BEFORESAVE would be good for that.)

AGSE_PRESAVEGAME and AGSE_POSTRESTOREGAME have been added to AGS 3.2 RC 1. See the plugin API page for an updated plugin reference.
#571
Good work!

I've given it a quick test and all seems to be well. I've made some minor tweaks to the script code and General Settings in the version that's included in 3.2 RC 1, so please could you continue any further work based on that.

As for the documentation -- where can we find it? Is it the "9verbs.odt" file in the zip, and if so how do you open an ODT file?
#572
Ok, 3.2 RC 1 includes an update to change the D3D driver so that its TintScreen should look the same as what DX5 has always done.
#573
Advanced Technical Forum / Re: Screenshot bug?
Sun 04/10/2009 16:34:02
I've looked into this and it was a problem if your GUI had an alpha-transparent background image.

Could you please try out 3.2 RC 1 and see if that fixes the problem for you.
#574
Quote from: ProgZmax on Tue 01/09/2009 17:40:38
I've found a rather odd bug in 3.1.2 that appears to exist in the latest beta as well.  If you set the baseline of a character all seems to work fine in DDraw, but in D3D mode it appears to ignore custom character baselines altogether.  I tested this rather quickly by placing a character above the player and setting the character's baseline to 2.  In DDraw mode he appeared correctly behind the player, in D3D he appears in front every time.

This problem with walk-behinds in D3D when "Ignore walkbehinds" is set on the character is proving to be much more difficult to resolve than I thought. I don't really want to release 3.2 until it is fixed, but it's looking less and less likely that I'll be able to find a fix for it, unfortunately...


Anyway, RC 1 is now up. This is as an installer because it includes an updated Demo GAme and a new Template (thanks abstauber!!) If you guys could give it a quick test and make sure everything is working properly, that would be great.

Also, as 3.2 is now getting closer to release time, I'd appreciate any feedback anyone might have on the new audio system, and whether there's anything in it that doesn't work or that is difficult to understand or use.
#575
To get it included in the game exe you must name it .OGV, not .OGG
#576
If updating the drivers fails, he can try running the game in a window.
#577
red = (raw >> 11) % 32
green = ((raw >> 5) % 64) / 2
blue = raw % 32
#578
Quote from: RickJ on Thu 01/10/2009 11:46:47
Problem still exists when gameis created and run on  network mapped drive.    WinXP is running in VirtualBox and mapped drive is a shared folder between host and guest OSes. 

I think XP is always suspicious of files that come from a network share, though there must be an option to disable this. I'm not sure how to fix it -- maybe the easiest solution is to work on a local copy on the XP virtual hard drive, and then copy it back to the share when you're done.
#579
Quote from: Calin Leafshade on Wed 30/09/2009 23:59:02
I've actually decided to put the cutscene script INSIDE the dialogue script.. but that seems less than ideal.

This is basically the best workaround. Put the before script in the Enters Room event in the normal place, then put the after script in the dialog script where it closes the dialog.
#580
Advanced Technical Forum / Re: Screenshot bug?
Thu 01/10/2009 21:41:38
Strange, it could be that for some reason your graphics card won't allow AGS to read the contents of the screen when in full screen mode. I haven't heard of that happening before...
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