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Messages - Pumaman

#621
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.
#622
Quote 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? 

RepExec doesn't run in this situation, only repeatedly_Execute_always runs while the dialog options are displayed.
#623
Can you clarify, does the editor run ok, but when you try to launch an actual game nothing happens?

Or does the editor itself fail to load?
#624
In theory you should be able to use:
engine->GetScriptFunctionAddress("inventory");

to return an array of the inventory item pointers, though I haven't tested this myself.
#625
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.

Just to clarify, this is not the case.

Any variables declared outside of functions in a room script will be maintained in memory.

Therefore it is possible to create a memory leak if you (for example) create a large dynamic sprite in a room, and then leave the room without deleting it and the player never comes back to that room.
#626
What type of dialog options display are you using? (custom / Text Window GUI / default?) Are you using DX5 or D3D graphics driver?
#627
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).

Ok thanks; I've been able to replicate it now so I'll get it fixed.

Quotehmm... send error doesn't seem to work either...

What happens when you try?

QuoteCJ I've taken the liberty to send you a pm, due to I' rather not have anyone to claim a copy of HHGTG

It seems like your game is set to 640x480, but most of your room backgrounds are 640x400.

Why isn't your game resolution set to 640x400 to match the size of the backgrounds?
#628
The reason for this is that the script engine is not currently re-entrant -- meaning that if you call into the AGS Engine with a command like Dialog.Start(), AGS cannot then call back into the script to run your dialog scripts since it is already running.

This is something that I'd like to address at some point, but for now this still applies.
#629
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.

Please post problems with the beta in the Beta thread. Also, if you're getting an editor crash PLEASE use the Send Error Report button so that I get notified about it with details that will help me fix it.
#630
What happened at Brittens stays at Brittens!

Also, I didn't take my camera this year so no pics!
#631
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.

Ok, the DVD version is now available!
If anyone who went to Mittens wants a copy, send me a PM and I'll send you a link to download an ISO of the DVD (which is 3.79 GB).
#632
QuoteIs your game set to 640x480 in General Settings but you can't import a 640x480 background?

Exactly..

Can you upload an example of the problem? I can't reproduce any problems with this.

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.

I just tried this and the problem only seems to happen if the character has IgnoreWalkbehinds set. I'll look into it.

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

Did you just get this error once, or have you had it multiple times? Had you made any changes to the script just before it happened?

Guys, if you have any crashes PLEASE use the Send Error Report button. I haven't received any error reports from the beta in the last 3 weeks so I was assuming that nobody had had any problems with it.

QuoteSpeaking of baselines, I recently noticed that the following code doesn't seem to work:
cCharA.Baseline=cCharB.Baseline+1;

As GarageGothic says, this is correct if CharB has no explicit baseline set. Perhaps the Baseline property should return the Y co-ordinate if it is working with automatic baselines, but since the manual states that it will return 0 in this case, I think it should continue to do so.

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.

Hmm, well spotted. The quick-restore feature does bypass the game startup, so the restart point is never created. I'm not sure how to fix this, I'll have a think.

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.

Thanks, i'll look into this.

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.

Hehe well spotted, i'll correct that.
#633
This is pretty neat work!

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.

Yes, I think this would be useful :) 
If it allows things like resizable collections to be easily supported then that would be quite cool.
#634
I suppose it wouldn't do any harm to add this as a built-in function, though it's not a priority at the moment. :)
#635
Yes, this is a fair point. It's definitely something that should be added.
#636
Yes, please beta test the new 3.1.2 Linux Port, its thread is here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38459.0

meanwhile this thread is no longer relevant so it's now locked!
#637
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.

This is because the scaling is all hardware-accelerated. I suppose it would be possible to do the character/object scaling in memory to avoid this but then you'd lose the performance benefits of accelerating it.  I am aware of this issue, however.

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!

Have you tried the 3x filter? 960x600 is supported by most widescreen monitors.
#638
Would anyone else find any of the other ideas useful?
#639
Nacho, I'm really sad to hear this. You and Lorena have been together as long as I've known you and from the outside you've always seemed such a cute, perfect couple.

But you know how you feel and if this is the right move for you both, then it's a move that you have to make. I can't imagine how hard it is for both of you ending such a long-term relationship; so many memories and experiences together that I'm sure you'll keep with you for the rest of your lives.

All I can do is wish you both luck and I hope you both find what you're looking for.
#640
Site & Forum Reports / Re: New AGS Website
Mon 31/08/2009 21:51:24
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.

Less than 1% of people are still using Windows 98, and it would be very dangerous to have a Win98 machine connected to the internet now that MS are no longer releasing security patches for it. Therefore no, I don't think we should give them a break.

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.

I completely agree with all these points -- what we need is someone to make the necessary graphics.

Would anyone be prepared to do this? I'm not sure how much further we can take the new website without getting the graphical details sorted out.
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