Interesting point, actually this might be a memory leak situation if you have a pointer declared in the room script of a non-state-saving room; it could well be that this pointer will never get freed. It's something I need to check at some point.
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Show posts MenuQuote from: ProgZmax on Wed 09/09/2009 01:02:17
I haven't had enough animations going to notice this before, but I'm getting strange behavior with a running dialog and 'run game loops while dialog options are displayed' set to true. For some reason, certain characters and objects animating will stop while others will continue, and it appears to be totally random. I'll point out that these objects and characters are responding to a set of randomly generated numbers to dictate their behavior, and the action takes place in the room's RepExec function. I have a bunch of objects (people) on animated barstools, and when a dialog starts some (or all) of these just stop animating. Is it possible that RepExec is not working well with dialogs and the run game loops setting?
Quote from: monkey_05_06 on Tue 08/09/2009 01:37:29
I think SSH's point was that if the DynamicSprite is allocated from the room script then when that room is unloaded (the player leaves that room) the DynamicSprite* will be unloaded from memory as well. Because the pointer is being removed from memory (i.e., it is not a global pointer) then the sprite itself would be removed as well.
QuoteIt happens all the time - it's hardly possible to work with Beta4 at all.
And it's also not easy to tell, when this happens. It definately happens, after I've changed a header and AGS wants to compile all the files again (16 script pairs so far).
Quotehmm... send error doesn't seem to work either...
QuoteCJ I've taken the liberty to send you a pm, due to I' rather not have anyone to claim a copy of HHGTG
Quote from: hofmeier on Fri 04/09/2009 15:57:54
Sorry to dig up an aging thread, but I encountered a similar problem, using the new beta 3.2.0.93.
I'd been seeing the (bizarre?) "read or write of protected memory" crash described here once every three or four work sessions with the new beta.
Quote from: Pumaman on Sat 25/07/2009 14:29:09
Some people have expressed interest in a DVD of this; I do have a higher quality DVD version that's too big to upload, but we can probably arrange some sort of DVD copy-and-mail-it-on thing if other people are interested.
QuoteIs your game set to 640x480 in General Settings but you can't import a 640x480 background?
Exactly..
Quote
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.
QuoteI do: AGS 3.2 beta 4
System.AccessViolationException: Es wurde versucht,I'm geschützten Speicher zu lesen oder zu schreiben.
Dies ist häufig ein Hinweis darauf, dass anderer Speicher beschädigt ist
QuoteSpeaking of baselines, I recently noticed that the following code doesn't seem to work:
cCharA.Baseline=cCharB.Baseline+1;
QuoteAdditionally, if you call the -registergame parameter on your game's .exe file in order to make double-click loading of save-games possible, there seems to be a crash when restarting the game.
Quoteif(IsMusicVoxAvailable()==false) QuitGame();
... and then use the test game feature, the game will quit because it doesn't find the .vox files in the "_Debug" folder. At present you need to copy them across manually for the test game feature to work.
QuoteSpotted another tiny inconsistency, again with AGS 3.1.2 SP1 (I can't see any record of it in the change log for 3.2). The Speech style section of the Game Options manual entry references "QFG4-style speech", but this has been renamed to WholeScreen in the General Settings.
QuoteI realise that what I haven't demonstrated yet is any compelling reason why you would want to have the option of writing part of your game in Lua.
Quote from: subspark on Tue 01/09/2009 16:08:39
For example, character scaling - When using the DirectDraw 4x N.N. filter a single pixel is accurately scaled 4 times. With the DirectX9 equivalent, characters who are scaled <100% don't conform to the 4x pixel grid. There are varying pixel sizes with the characters and the filter no longer lives up to its name. I'm sure this bug applies to text and objects too.
Quote
When running the DirectDraw OR DirectX 9 under the 2x Nearest Neighbour filter OR no filter 320x200 (640x400), the screen resolution is set to 640x480. I thought the minimal resolution under Vista and Windows 7 alike was 640x400 but it is infact ridiculously 800x600 4:3 aspect. If 800x600 is truly the minimum possible resolution then why has Microsoft ditched a valid 16:10 format? Clearly there must be a way around this cruddy and foolish limitation. Our beautiful 320x200 graphics is scaled up by a factor of 2 and then squished vertically into the middle of a 640x480 canvas. Yeck!
Quote from: Mr Flibble on Sat 15/08/2009 21:25:13
I'm sure this has been mentioned before but, on the "Download AGS" page it says that people with Windows 95 to ME should just upgrade to XP... and then right below that there's a link for older versions. We could potentially give them a break and point them in that direction? Just a thought.
QuoteGames Page - Help & Support Panel
What if this were made to look like the right panel on the home page with the followinf headlines/topics:
* Find Games
* Recent Comments
* Most popular Last Week
Forums Page - Forum Link
How about using a button, similar to the download button on the home page, to link to the forum instead of a text link.
AGS Page - Help & Support Panel
Needs to be stylized to look a bit more like the panel on the home page.
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