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Messages - Radiant

#481
Now also available in Portuguese!
#482
Engine Development / Re: AGS engine Linux port
Wed 12/10/2016 23:15:04
Turns out gfxfilter=StdScale2 also no longer works in newer AGS versions (meaning they'll ignore it if it was in an earlier config file, and pick the default instead).
#483
Recruitment / Looking for translator(s)
Wed 12/10/2016 16:34:20


We at Crystal Shard believe in making games accessible to as many people as possible, which often entails translating them into the people's native languages.

We're looking for native or fluent speakers of any non-English language (e.g. French, German, Portuguese, Polish, etc) who are willing to do an AGS translation; most of these are about 10 - 15 pages of text so only a couple evenings' worth.

Here's a list of our games and what languages they currently support; any translation not (yet) on those lists is fair game. Please post in this thread if you can help; thank you for your time!
#484
Engine Development / Re: AGS engine Linux port
Sat 08/10/2016 20:58:23
Thanks for the info!

Quote from: Crimson Wizard on Fri 07/10/2016 21:30:28
digiwinindx and midiwinindx are used only on Windows. They define internal index of audio in AGS.
I suppose that corresponds to the pulldown in the winsetup menu. I've never seen reason to change these from their defaults.

Quotedigiid and midiid are used on all other platforms. They contain packed ID of the Allegro's audio driver
So how does a player know what the valid values are? Or should I just leave them at -1 which appears to be the default?

QuoteYou can pass MIDI_NONE id.
Thanks, I'll have to check that. The cause is that most Linux distros don't include MIDI libraries available in their default installation, although I suppose you could apt-get them.
#485
Engine Development / Re: AGS engine Linux port
Fri 07/10/2016 20:28:48
Wait, do the config settings digiwin, midiwin, digiindx, midiindx, digiwinindx, and midiwinindx (automatically generated in earlier versions) still do anything? What about gamecolordepth, defaultres, screenres, letterbox, defaultgfxdriver, and titletext; or the [disabled] section in the config file? If not, as of which version are they ignored? Does it harm anything if they're still present?

Also, is there something I can pass to midiid to disable midi entirely (since it causes error messages)?
#486
Engine Development / Re: AGS engine Linux port
Fri 07/10/2016 14:55:07
Sounds like a five-minute fix, no? :)

If I understand correctly, I should set auto_lock to 0 on Linux; and the log=1 command will write startup messages to a logfile instead of to stdout / stderr?
#487
Engine Development / Re: AGS engine Linux port
Fri 07/10/2016 14:14:52
Quote from: Crimson Wizard on Fri 07/10/2016 14:12:09
It sais "windowed = no" in log.
Maybe they put windowed=1 into wrong section? Name of the section has changed in 3.4.0, now display mode is set up in "[graphics]".
TBH I had a request to support old configs, which may be a good idea to add.

Aha, that explains it. I was using the config file from an earlier version, and did not know that fullscreen had to be moved (and linux doesn't have a GUI for config). Note that this is an issue for backwards compatibility: if you take an earlier-version game and open it with the 3.4 engine, it will not work as expected.
#488
General Discussion / Re: Brexitmageddon
Fri 07/10/2016 10:56:24
Quote from: Snarky on Fri 07/10/2016 10:06:19
No. The whole thing is a circular argument starting from the assumption that the "nation" is the natural political unit.
Precisely.
#489
General Discussion / Re: Brexitmageddon
Fri 07/10/2016 10:00:15
Quote from: Atelier on Fri 07/10/2016 09:19:39
This is different with the EU because as it is another tier of democracy
No, it is exactly the same, just involving more people. You're seeing "academic" differences that in practice just don't exist.
#490
Engine Development / Re: AGS engine Linux port
Fri 07/10/2016 07:34:04
Quote from: Crimson Wizard on Thu 06/10/2016 21:21:42
Writing log (or copying console messages if engine is run from console) should explain everything.

Here you go,

Spoiler
ci_find_file: cannot change to directory: Compiled
Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2016 others
ACI version 3.4.0.12

Initializing allegro
Reading configuration
Looking for game data file
Game data file: /home/rob/Errand/data/game.ags

Game data version: 43
Requested engine version: 3.3.0.1162
Setting up window
Initializing TTF renderer
Initializing mouse: number of buttons reported is 3
Checking memory
Initializing audio vox
Audio vox found and initialized.
Initializing keyboard
Install timer
Initialize sound drivers
Trying digital driver ID: 'Auto' (0xffffffff), MIDI driver ID: 'Auto' (0xffffffff)

Unable to initialize your audio hardware.
[Problem: /dev/sequencer: No such file or directory]
Installed digital driver ID: 'ALSA' (0x414c5341), MIDI driver ID: 'None' (0x0)
Install exit handler
Initialize path finder library
Load game data
Game data version: 43
Requested engine version: 3.3.0.1162
Game GUI version: 116
Errand
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Game native resolution: 320 x 200 (32 bit)
Device display resolution: 1400 x 1050
Game settings: windowed = no, screen def: max, screen size: 0 x 0, match device ratio: yes, game scale: max_round
Using graphics factory: DX5
Created graphics driver: Allegro/DX5
Supported gfx modes (32-bit):
   640x480;800x600;800x600;1024x768;1280x1024;1400x1050;1600x1200;1680x1050;
   1920x1080;1920x1600;2048x1536;2560x1440;2560x1600;
Supported gfx modes (24-bit):
   640x480;800x600;800x600;1024x768;1280x1024;1400x1050;1600x1200;1680x1050;
   1920x1080;1920x1600;2048x1536;2560x1440;2560x1600;
Requested gfx filter: StdScale
Using gfx filter: StdScale
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 1400 x 1050 (32-bit) fullscreen
Attempt to switch gfx mode to 1400 x 1050 (32-bit) fullscreen; game frame: 1280 x 800
Succeeded. Using gfx mode 1400 x 1050 (32-bit) fullscreen
   filter dest (60, 125, 1339, 924 : 1280 x 800), render dest (60, 125, 1339, 924 : 1280 x 800)
Preparing graphics mode screen
Initializing colour conversion
Mouse control: off, base: 1.000000, speed: 1.000000
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Cannot open translation: default.tra
Prepare to start game
Mouse confined: (60,125)-(1339,924) (1280x800)
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
***** ENGINE HAS SHUTDOWN
[close]
#491
Engine Development / Re: AGS engine Linux port
Thu 06/10/2016 20:09:58
Several users report that the game runs in fullscreen despite having windowed=1 in its config. Any thoughts on what might cause this?
#492
General Discussion / Re: Brexitmageddon
Thu 06/10/2016 16:34:24
Quote from: Atelier on Thu 06/10/2016 15:38:38But that's the point, of course the European Parliament is holistically democratic, but not from the point of view of an individual country. A country's MEPs will always be in a minority, even if they were unanimously elected, and perhaps even if they form voting blocs. The difference between EU and national elections is that everything on offer in a general election is within the context of that country's range of principles and philosophies. National governments are far more democratic than the European Parliament because every citizen (in theory of course) is able to engage in and influence discourse in their country. This is impossible to do in the other countries that send MEPs.
That's true on any level of democracy. Regardless of what party you vote for, the majority of elected officials will be from some other party. Regardless of which district or province or city you're from, the majority of elected officials will be from somewhere else. And so forth; this is inherent in how democracy works.
#493
Quote from: Crimson Wizard on Sat 16/04/2016 17:54:34
Current commands: Alt + Enter - switches from window to fullscreen and back.

Great, I've had requests for that :)
#494
Quote from: Crimson Wizard on Wed 05/10/2016 13:02:41
Not sure about previous versions, latest versions should merge them on reading.
...I think I tested that out before, but I can test again just in case.

Can you tell me as of which version it merges them?
#495
Engine Development / Sections in acsetup.cfg
Wed 05/10/2016 12:43:04
I'm curious, how does acsetup.cfg deal with a layout like this,

Code: ags
[sound]
some_stuff=1
[misc]
some_other_stuff=2
[sound]
final_stuff=3


In other words, two sections 'sound'. Does that work? Do the section headers matter? Should I merge them?
#496
Engine Development / Re: AGS engine Linux port
Tue 04/10/2016 19:22:45
Yes, turns out that was WINE output.
#497
Engine Development / Re: AGS engine Linux port
Sat 01/10/2016 18:12:21
One user reports the following error/warning messages; is this something vital?

fixme:win:EnumDisplayDevicesW ((null),0,0x33f454,0x00000000), stub!
fixme:d3d:wined3d_device_decref Device released with resources still bound, acceptable but unexpected.
fixme:d3d:wined3d_device_decref Leftover resource 0x1903d8 with type WINED3D_RTYPE_SURFACE (0x1).
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
fixme:winediag:AUDDRV_GetAudioEndpoint Winepulse is not officially supported by the wine project
fixme:winediag:AUDDRV_GetAudioEndpoint For sound related feedback and support, please visit http://ubuntuforums.org/showthread.php960599
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
fixme:dsound:DSOUND_WaveFormat Limiting channels to 2 due to lack of multichannel support
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
fixme:win:EnumDisplayDevicesW ((null),0,0x33f864,0x00000000), stub!
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
#498
Wow, it looks inspiring already :D
#499
Quote from: Crimson Wizard on Sun 25/09/2016 13:39:08But I am wondering if it may be related to some new 3.4.0 bug.
Monkeys to the Moon doesn't use 3.4.0 (since it wasn't officially the stable version yet).
#500
Advanced Technical Forum / Decompile a .tra?
Fri 30/09/2016 22:20:46
Is it possible to decompile a .tra back into a .trs file?
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