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Messages - Pumaman

#81
Thanks, let me know if you're happy that the new acwin isn't crashing, and I'll build a Final 2 release.

QuoteThere's something else I forgot to mention, which persists, however. When watching KQ3 Redux's intro sequence, whenever the screen crossfades to a new room, the music volume level seems to spike louder momentarily after the room's fade-in finishesl. I'm guessing this happens when LegacyMusicVolumeAdjustment is set to Loudest. Just reporting it in case the volume spike is an unintended bug.

Interesting thanks, has anyone else had this problem?

Also, are you using an old-style PlayMusic or a new-style audioclip.Play() for the music in the intro?
#82
AGS 2.5 is such an old version that we can't really offer any support for it any more.

This sounds like a bug in AGS, but it has probably been fixed in more recent versions.
#83
Quote from: cianty on Tue 08/03/2011 17:55:52
Does the download link include tzach's latest submission?

No, I am planning to do a new "Final 2" build, the only outstanding thing that needs to be fixed is the bug in this thread, once that is sorted I'll build the new release.

QuoteProblem is that when I run the game in D3D9 mode some of the sprites are drawn with their colours shifted (changed, screwed, whatever you call it). This only seem to affect Graphical Overlays. Backgrounds, room objects and characters are drawn nicely. I managed to fix that behavior by changing from 16-bit (as it was originally) to 32-bit colour setting.

Strange, has anyone else had anything like this?
#84
No idea, the TortoiseSVNSCC website says it was last updated in October 2005, who knows if it even works at all?
#85
Please see my reply here on the subject of unauthorised translations:

Quote from: Pumaman on Sat 08/01/2011 01:44:19Please do not do this. Part of the reason why AGS has a separate compiled translation format is because the feedback from game authors was that they wanted control of translations released for their games. Imagine that you've spent a lot of time making a high-quality game, and then a random person on the internet creates their own French translation, full of mistakes and possibly profanity, and releases it to the world as a "French translation for the game". The game author would have no control over this, and French people would play it and get a bad experience. As far as I know, people making games still have this opinion and still want control over who can create translations for their games so that they can review them and control the quality of translations.
#86
Good point, this isn't accessible from the script. It needs to be added!
#87
Quote from: AGD2 on Mon 28/02/2011 02:44:27
It seems like it can happen at random any time the game restarts (not just when walking off the cliff), but it doesn't occur every single time.

Hmm, I still can't replicate this, but I've made a change that might fix it. Can you please try this ACWIN:
http://www.adventuregamestudio.co.uk/acwin.zip?v=new
and see if the problem still happens?

Quote
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00412A30 ; program pointer is +373, ACI version 3.20.1110, gtags (0,10)
in "room227.asc", line 114

This looks like the GUI Background crash in 3.2, hopefully this one actually is already fixed by 3.2.1.
#88
Congratulations to all the winners, nominees, and as always, to everyone who made a game in 2010!

Sorry I couldn't make it to the ceremony; thanks to bicilotti for organising the awards, and to everyone else who helped make it possible this year!
#89
Thanks for reporting this. Could you please re-post this in the 3.2.1 release thread so that tzachs will see it and can take a look at the problem?
#90
Hmm good point. This does need to be improved, we need to consider the implications further.
#91
How do you reproduce this? I tried walking down the cliff and falling off, but the Restart button worked fine. Any specific conditions that cause this?
#92
I know they say that no news is good news, but I'm not so sure if that's the case here!

So before I go ahead and release this version officially, could those of you that are using this 3.2.1 Final release please post your experiences, good and bad, so that I can see if it has been widely tested enough to make it an official release :)
#93
If you switch between windowed and full-screen does that have an effect on whether it crashes?
#94
Which version of AGS are you using? The MUSICx.WAV approach doesn't work in 3.2.x
#95
The 3.2.1 release fixes a few crash bugs with the engine, unfortunately I think it's come just too late for the KQ3 release...
#96
Hmm, what is happening at the moment if you try and import a 3.2.x CHR file into 3.0.x?
#97
Thanks for booking it, Disco!

QuoteI'd be interested in staying in Dublin Friday-Sunday after Mittens, could be fun if more people want to do that.

I'd definitely be up for this.

QuoteAny plans on car rental? I can see there being some minor problems with this. For example, if a couple of people take their car from the UK - Ireland, the ferry cost is high (300 pounds). A people carrier from the UK would require a drive through Wales, with a ferry cost in excess of £600.

Those ferries do seem to be bizarrely expensive! If we had 4 people in a car driving over from the UK, would that ferry crossing be cheaper than flights for everyone plus car rental in Ireland? If the train connections are good then maybe as cat says we don't actually need cars.
#98
QuoteOh and another thing I just encountered related to that: adding a new piece of interaction code from the room editor like 'player walks onto region' or 'any click on hotspot' expands everything in the room script, regardless of whether it has to do with the code block you just added or not.

There's probably not much we can do about this, when you add something in the room editor it resets the script editor, so it's probably not possible to preserve the folding in this case.

QuoteChecked in a fix for the folding/debugger issue.

Thanks!

QuoteThere's a problem I've been experiencing with 3.2 that I don't think occurred before.  The issue is that Theora movie files with the audio track encoded into the movie file stutter very badly. Every few seconds, the movie playback in AGS seems to freeze for a moment, the audio gets stuck in a glitch, and then the movie/audio continues.

Hmm, has anyone else had any problems like this with 3.2.x?

QuoteOkay, this happens surely on both 3.1.2 and 3.2.0. I'm using Windows 7. Okay, now when I compile the game, and go to the compiled folder to test it from, but before running the game adjusting the settings (it's regardless of the settings I set I think) all is well. When I click on compile or build all files without adjusting or running the files from the compile folder till that time, the editor either crashes or can't compile. Mostly the first.

When it crashes what is the error message?
When it can't compile what is the error message?



Anyway, 3.2.1 Final is now released. Please give it a go and let me know if you find any problems.
If not, this will hopefully make it to the website as the new official version of AGS :)
#99
Thanks for the info!

I've found the problem -- it happens if the current screen transition is Normal/Instant, and you try to restore a save game that was saved when the transition was Crossfade/Dissolve.

In this situation it does a Normal/Instant fade-out, and tries to Crossfade/Dissolve for the fade-in, which gets confused and crashes.

I'll get it fixed.
#100
Ooh, I should remove that. That 200-byte thing refers to old style "string" variables, not to the newer "String" variables in newer versions of AGS.

Wyz has given the answers you need, anyway!
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