@CW: That was it! Changed from DD5 to D3D9 and all works perfectly now. Thank you so much...
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Show posts MenuQuote from: tzachs on Sat 14/07/2012 21:26:10I just checked, it also happens using AGS3.2.1. I didn't remember this happening before either. But I am running on Win7-Dell-x64 now? Any ideas?Quote from: RickJ on Sat 14/07/2012 20:50:07Hmm, that doesn't happen to me, I can't think of anything that I've done that can cause that.
3. When testing the game from the editor, in a windowed mode, the screen flashes black (more than once) before going back to normal and running the game.
Maybe it's related to #4.
Quote from: tzachs on Sat 14/07/2012 21:26:10Turns out I copied the exe out of the _Debug folder to the compiled folder to get this error. If I turnoff debug mode and rebuild AGS puts the proper exe in the compiled folder and it works as it should. Sorry for the false alarm.Quote from: RickJ on Sat 14/07/2012 20:50:07Also doesn't happen to me, can you provide a screenshot with the error message?
4. Running the compiled version (i.e. the exe) gives an error complaining about font-0.
(Isn't there anything anyone can do about not being able to clip the error messages out of the message box?)
for (int i = 0; i < ptr_array.size && ptr_array[i] != NULL; ++i) ; // find first free slot in pointer array
while (false) {
// Future stuff goes here ...
}
if( condition )
{
// Do something if condition is true
}
if( value < 10 )
{
// Do something if value is less than 10
}
else
{
// Do something else if value is greater than or equal to 10
}
:
:
// Loop, where the condition is checked before the logic is executed
int i = 0;
while( i < 10 )
{
// Do something
i++;
}
// Loop, where the logic is executed before the condition is checked
int j = 0;
do
{
// Do something
j++;
} while( j < 10 );
QuoteI am not advocating that the standard help file be split. What I am suggesting is that there are other materials beyond the scope of the AGS Manual and that it would be useful if those materials could be made available in the same form as and from the same menu as the standard help file. You concede the point about modules but how about such things as templates, tutorials, programming conventions? For group projects there could also be project specific guidelines, storyboard, instructions and policy on archiving and repository submissions, etc.
Why do you want to split between standard and user created? That means the standard one gets less updated and users will start something new instead. And there will be overlaps. Why not one good documentation where everyone can contribute?
Quote...But I'd like it even more if there was a way to add useful articles (I learned all about the way you write functions as part of a struct by looking how SSH's modules did just that, for example) quickly to the helpfile...I don't think Ghost is talking about a wiki at all. What's needed here is the ability to access multiple help files from the editor's menu. If someone were to make a module they could also make a help file, perhaps using the same tools and methods use to make the AGS help file. There would also be value in having tutorials and other supplemental docs as add on help files. There would be help files that are present on every AGS project and there would be help files present on per project basis. So probably the ones present on every AGS project would live with the editor install directory and the per project ones would live in the project directory. Help files tied to a module would be available to every AGS project but only included if the project uses the module.
QuoteThe ironic perversion is that lack of support for function and structure pointers and many of the other language features conspire to make things more difficult for inexperienced programmers. For example, would make it possible for a predefined module to call later/user defined functions, for predefined modules to be dynamically/programtically bound to gui controls, to have call back functions, to create event handling modules, as well as jump tables and other higher level, easier scripting gadgets as Crimson describes. The kinds of things we are talking about here would allow more functionality to be encapsulated into predefined modules that hide the underlying complexity from the module user.
The big advantage I see with AGS is that it's relatively easy for someone with little programming experience to create a game. I think the goal should be to make it easier for those people, not add more complex language structures or more languages (unless they are necessary or cause things to be obscure today).
QuotePlease reconsider. I highly value privacy and don't want to have any part of facebook or be anybody's facebook friend. I don't even want anybody to "Like" me. I Really believe we would be much better of without it.
I'll probably at least update the social media aspects of the site to reflect modern preferences (remove ICQ!). I'll look at social bookmarking too, assuming it's not too cluttering and annoying.
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