Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Pumaman

#681
Hehe ok, glad it's solved :D
#682
Quote from: Joe Carl on Tue 19/05/2009 12:35:19
  lLife.Text=String.Format("VIDA: %d %",Vida);
  lBullets.Text=String.Format("BALAS: %d/%d",Balas, TotBalas);

I tried this and it worked fine for me. String.Format should definitely translate those lines if they're in the .TRS file. Did you manage to solve this in the end?
#683
Advanced Technical Forum / Re: PathFinder
Sat 08/08/2009 15:49:14
Did you resolve this in the end? Have you checked that the room edges are set correctly?
#684
Thanks for uploading. The code in your actual room script isn't quite the same as what you posted here, because you have this:

Code: ags

	if ( timer > GetGameSpeed ( ) * 12 )
		// remove
		
	if ( current_waypoint[0] == 0 && cChief.x > 115 )
	{
		cChief.Walk ( 247, 150, eNoBlock, eAnywhere );
		current_waypoint[0] = 1;
	}
	if ( current_waypoint[1] == 0 && cIndy.x > 115 )
	{
		cIndy.Walk ( 247, 150, eNoBlock, eAnywhere );
		current_waypoint[1] = 1;
	}
	if ( current_waypoint[2] == 0 && cDrummer.x > 115 )
	{
		cDrummer.Walk ( 247, 150, eNoBlock, eAnywhere );
		current_waypoint[2] = 1;
	}


because there are no braces surrounding the first "if (timer > GetGameSpeed())" check, it will only apply to cChief's "if" block, so he will wait until 12 seconds has elapsed whereas the other two won't. In the code you sent, if I comment out that "if" line they all walk together.
#685
Sorry, this game was made with a very old version of AGS which is no longer supported.

You can try changing the graphics and sound settings in the Setup program and see if that helps.
#686
Quote from: MD on Fri 07/08/2009 08:18:01
But it doesn't work until I set borders to the edges (0,768, 1024 or larger).
Before the new edges, EGO gets stuck and the code doesn't work, with 0 border it's ok (don't ask me why).

Wait a minute, where were the room edges before you moved them?

I remember some problems a while back with the pathfinder, where it turned out that the cause was that the room edges weren't set properly and that was causing the issue.

Basically, when a character finishes moving somewhere, the pathfinder automatically checks to make sure that they have finished up on a walkable area. If not, it moves the character a couple of pixels until it is.

HOWEVER, it will never move the character outside of the room edges (this was because it could accidentally move you a couple of pixels across the room edge and activate the Player Walks Off Right type events).

Therefore if you don't set the room edges properly, you'll find that the character can get stuck when they are walking outside of the edges.

Can you try removing that extra script code you've added, and just making sure the room edges are correct, and see if the problem still happens?
#687
Quote from: monkey_05_06 on Wed 05/08/2009 23:56:08
One thing that really stands out to me about the new audio stuff going on in the editor is that you can only ever have one "Audio" tab open and it updates to show the last selected type or folder. This is completely opposite to everything else (GUIs, Characters, Scripts, etc.) which opens in its own tab.

Yeah, originally I had it opening new tabs but during my testing I was getting annoyed with all the tabs all over the place, and I thought you guys would probably get annoyed with it too. This new behaviour of the audio pane is something that has been requested for Views and Dialogs in the past, so maybe this should become a Preferences option...

QuoteI just noticed that when you select the D3D9 graphic drivers and also set the runtime from retail to debug in your directx9 control panel (also select the most debug info you can get, ie. slider all the way to the right), AGS always crashes with this error:
Error: Unable to lock texture
This should definitely be fixed, I think!

That error happens if AGS can't lock one of the textures. It can't really be "fixed" in AGS since AGS needs to lock the texture in order to work. Therefore, this looks like a D3D problem if you change those settings. Do you also get errors in other D3D games if you change those settings?

QuoteWhat speed! What precise efficiency! CJ, you're such a giver. You have my profound and numerous  thanks - this little hiccup was ruining my life. (Also, my GF says thanks, because I was being a furious grouch while dealing with tabular overflowery).

Hehe, enjoy!

QuoteAn exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0048FA91 ; program pointer is -42, ACI version 3.20.1085, gtags (2039,18)
return StackData.Format("%s%s%d,%d,%s%s", type, stamp, this.ItemCount, this.PopType, data, stamp);

Are you sure that "type", "stamp" and "data" are all String variables?
#688
Ok, there seems to be some support for this, so I'll certainly consider it for a future version.
#689
Can you upload something that demonstrates the problem?
#690
Quote from: ProgZmax on Wed 05/08/2009 04:49:35
Health care in the United States is the only public system in the country that does not operate through markets and competition, and it shows

But healthcare surely is the one thing that should not be left to the markets.

Consider car insurance, for example. If I've been a crap driver and crashed my car once a week, no insurance company is going to offer me cover and I'll have to stop driving. Fine, that's the way the market works.

But with healthcare, if I have a long-term medical condition that needs some sort of regular expensive drugs or treatment, surely no health insurance company will offer me cover either... so what happens then? Do I just die from my condition because no company will cover me? Is that fair?
#691
You'll have to be more specific than that. In which room did he get stuck? Where in that room? Can you post a screenshot of the room's walkable areas?
#692
Oh great, looks like Windows Update has installed a newer version of the Visual Studio files on my PC, so the DLL's I was including don't work any more.

Ok, I've uploaded a beta 3a which is rebuilt and should now work. Please let me know if this isn't the case (since it all works anyway on my machine!!).
#693
Excellent work! :D

The Linux port is back!!  :=
#694
Quote from: abstauber on Thu 30/07/2009 14:01:33
Hey... .seek is suddently accurate as hell :) Overall it seems like there've been some improvements on the sound part, since the OGGs doesn't seem to loose sync anymore at all.

Thanks a lot :D

Glad to hear it, that is now included in beta 3.

QuoteHaven't checked the new version but the old if you use Run-AGS Game command and have a loading pcx and have a video playing on game start it won't show.

I'll look into this.


Anyway, beta 3 is now up. With this release, I now declare the new audio system complete (save for a few icons in the audio preview pane), so please do try it out and give me your feedback.

Also, this release includes a fix for the Unicode paths problem some people were having with Russian versions of Windows. Can somebody who had that problem please try out this version and see if it fixes the issue?
#695
Well, I tried changing TintScreen in DX5 so that it looks like D3D mode, but it slowed the game down to 12 FPS on my machine, which is unacceptably slow.

GarageGothic, yes it would probably be possible to improve this given enough time and effort, but it would probably be quite an involved process; and I'm not sure whether it's worth it for a feature like this.

However, I don't really want to leave the current behaviour as-is, because it leads to quite radically different results depending on which graphics driver is in use. Hmm.
#696
The mistake was that it looks like you've had the General Settings set to 640x480, then imported the room background, then changed the game resolution to 320x240. This has meant that the room still thought it was in a 640x480 game which has confused it.

By re-importing the background it has been imported at the correct resolution and is now working.
#697
Just to make sure, fill the entire screen with a walkable area.
Also, make sure you're not mixing up Walkable Areas with Walk-Behind Areas.

Finally, the default game template uses the right-click to cycle through cursor modes, so make sure the mouse cursor is actually in Walk mode.

If all that fails, as a last resort you could always upload your game files and one of us can take a look and tell you what the problem is.
#698
Can you give an example of a line that doesn't work?

What is the line of script that is displaying it, and what is your translation of it?
#699
Hmm, have you been re-ordering sprites by dragging them around?

There's a known bug in 3.1.2 SP1 where if you drag a sprite to the end of the list it doesn't move it but instead duplicates it, and you end up with that sprite then in the list twice; as a result the sprite file can get corrupted.

This bug will be fixed in the next version of AGS, but if you have been dragging sprites around then please can you try not doing so, and see if that gets rid of the problem?
#700
Do you remember what you edited in your game before you last saved it?

If you want to upload the Game.agf file, I can take a look and find out what has gone wrong.
SMF spam blocked by CleanTalk