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Messages - Pumaman

#581
Yes, potentially. But the assumption is that if an engine/plugin function is allocating a large managed object (eg. dynamic sprite, drawing surface), the chances are that the script will need to use what is returned, and it won't just be an optional ignorable return value.
#582
A half-screen sized image will be 1024x384, which will be 1.5 MB at 32-bit.
If you have 60 frames, that's 94 MB of video memory that would be required on the graphics card.

If the laptop has a cheap 64 MB graphics card for example, then it won't have space to store all the frames so AGS will need to keep removing and reloading images into the video memory which is quite a slow thing to do.

The real question is, do you honestly need a 60-frame animation for that? :D
#583
Quote from: Denzil Quixode on Wed 30/09/2009 03:51:19
I have a question about what happens, or should happen, when a plugin function returns a pointer to a custom script managed object, and that pointer does not get assigned to a variable. It seems like this causes problems with reference counting - but maybe I am just doing something wrong...?

If the returned object is assigned to a variable, it will get disposed when that variable goes out of scope (like in your local variable example).

If the returned object is not assigned to a variable, it will get disposed the next time AGS runs its garbage collection sweep (which depends on how intense the script is and how many managed objects are being created).

If you want to debug this to have peace of mind that it works, put something like this in repeatedly_execute:

String newString = "hello";
newString.Append("world");

because the return value of Append is not used, it will keep creating more and more managed objects (Strings) which will cause AGS to run its garbage collection sweep fairly quickly.
#584
Is it behind a walk-behind area? Might you have some other code turning it back off again?
#585
Would anyone else find this useful?
#586
Advanced Technical Forum / Re: Screenshot bug?
Wed 30/09/2009 21:35:16
Quote from: Joseph on Tue 29/09/2009 20:45:52
Ok, I imported my whole game  folder into a 3rd computer (a friend's,,,windows vista)...and the save screenshots work OK too...so I have 1 cpu (windows xp 32) that the screenshots dont work ok...instead of seeing a screenshot loaded on the button, its like the whole button becomes invisible and pokes a button-size hole into the GUI so we see the background behind it....weird!

So 2 computers it works ok, 1 computer it doesnt.

What could conflict with AGS`s screenshot function in this computer so it doesnt work? Codecs...software conflict, logged on as admin, etc...

Are you using Direct3D or DirectX 5 driver? Try the other one. Are you running full-screen or windowed? Try the other one.
#587
Find the ACWIN.EXE file in the AGS folder, right-click it and do Properties. There should be some sort of "Unblock" button in the properties dialog that will stop it doing this.
#588
Advanced Technical Forum / Re: Screenshot bug?
Tue 29/09/2009 19:12:44
What size is the button that you're displaying the savegame screenshot on?

The actual screenshot is scaled down to 160x100 by default, if your button is bigger than this then it will be pixellated. You can set the game.screenshot_width and game.screenshot_height variables in game_start to override this if you want.
#589
So do you get the problem in windowed mode as well?
#590
Quote from: Gord10 on Sat 12/09/2009 01:04:13
However, we encounter the windowed box discomfort when we use manual horizontal and automatic vertical bars in a game working on widescreens, like in this example. The ratio is kept, but there must be a way to fill the fullscreen.

The problem is that if AGS had an option for a widescreen resolution like 960x600, then people with 4:3 monitors would have to run it at 1024x768, which would leave them with borders on all four sides.

The only reasonable solution is to find two common resolutions that have the same width but different heights -- like 640x400 and 640x480 do. But I'm not sure if such a resolution exists at higher resolutions...
#591
Hmm, I've heard of the hyperspeed text thing before in full-screen mode, where on some systems the TAB key seemed to get stuck down after you used ALT+TAB and you had to press tab once you were back in the game to fix it. But I've never heard of it happening in windowed mode before, and I can't reproduce it myself.

CapnDingo, is it just the ESC key that it doesn't recognise, or is it a general problem where it doesn't recognise the first key you press after returning to the game?
#592
Are you running full-screen or windowed?

If you're regularly task-switching to take screenshots and stuff, it's easier to run the game in a window.
#593
Quote from: Joe Carl on Wed 23/09/2009 22:58:52
Talking about the Vista permissions. If I create a FILE in the game folder usign a File* pointer would Vista player have any problem?

If they installed your game to Program Files, then that would fail and your File.Open call would return null.
#594
Can you upload the crash dump file?
#596
I have created an experimental engine build with a new D3D Pixel Shader that attempts to properly emulate the tint that the DX5 driver does.

It is here:
http://www.adventuregamestudio.co.uk/acwin.zip

Please try this out (you'll need to be using the 3.2 beta for this to work, so please try upgrading a backup copy of your game) and let me know if the character and object tints work as you would expect.

(note: this does not fix TintScreen being inconsistent, I am still working on that).

One downside of this new pixel shader is that the D3D driver now requires a DirectX 9 graphics card (the old version only needed a DX8.1 card) which increases the system requirements to use D3D mode.

Edit by strazer:
Quote from: Pumaman on Sun 03/05/2009 15:34:47
Changes in 3.2 RC 2:
* Fixed D3D Tint with luminance of 0 rendering as luminance of 100%
Changes in 3.2 RC 1:
* Fixed character/object tints in D3D not matching DX5
* Fixed TintScreen in D3D so that it looks the same as DX5
#597
Normally everything is built into the EXE.

If you enable Split Resource Files, then the sprites, rooms and theora videos are compiled into split resource files instead.
#598
Enable the "split resource files" option in General SEttings, and the sprite file will not be compiled into the EXE.

I will not be adding an option to set a save game folder inside the game folder because of issues with permissions on Vista if you do this -- this has been discussed at length here before.
#599
That's an interesting point.  GetManagedObjectAddressByKey will work from within an Unserialize() method, but only if the object you want has already been deserialized... and since you can't control the order in which objects are (de)serialized there's no reliable way to do this.

I'll look into adding some sort of AGSE_AFTERRESTOREGAME event to provide an entry point for you to do this.
#600
I once cheated on the server with a Linux machine, and ever since then my punishment has been that every time I go away, the disk fills up and it stops working.

On my return, with regret I decided to delete my Best Of S Club 7 collection from the server to free up space, and thus it is now fixed.
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