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Messages - Rulaman

#1
Hi Jackpumpkinhead,
and all others,

I uploaded the latest two releases to my github repository.


https://github.com/Rulaman/WFN-FontEditor/releases/tag/V1.2.2.0
#2
Site & Forum Reports / Problem with code tag
Fri 05/01/2024 22:42:57
Hi,

I encountered a problem with the code tag (in preview mode)

It is very ugly.

Code: ags
This is code.

This i bearly readable.

Posted as image to show what I mean.
---

https://i.postimg.cc/SKVdtwdp/code-tag.png
---
#3
After a short Test with the AGS4 alpha 7 version I found some problems.

The conversion (from AGS 3.6.12 beta 13) was ok, but the crm files did not get deleted. (I expected this)

And I could not display any rooms objects

QuoteError: Der angeforderte Bereich geht über das Arrayende hinaus. <- Index out of bound
Version: AGS 4.00.00.02

System.ArgumentOutOfRangeException: Der angeforderte Bereich geht über das Arrayende hinaus.
 bei System.Runtime.InteropServices.Marshal.CopyToNative(Object source, Int32 startIndex, IntPtr destination, Int32 length)
 bei AGS.Editor.BitmapExtensions.SetRawData(Bitmap bmp, Byte[] rawData, PixelFormat pixelFormat)
 bei AGS.Editor.BitmapExtensions.SetRawData(Bitmap bmp, Byte[] rawData)
 bei AGS.Editor.ObjectsEditorFilter.Paint(Graphics graphics, RoomEditorState state)
 bei AGS.Editor.RoomSettingsEditor.bufferedPanel1_Paint(Object sender, PaintEventArgs e)
 bei System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
 bei System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
 bei System.Windows.Forms.Control.WmPaint(Message& m)
 bei System.Windows.Forms.Control.WndProc(Message& m)
 bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
 bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
 bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
 bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


I debugged the error to the following function

Quotepublic static void SetRawData(this Bitmap bmp, byte[] rawData, PixelFormat pixelFormat)
{
    BitmapData data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly, pixelFormat);
    int pixelCount = Math.Abs(data.Stride) * data.Height;
    Marshal.Copy(rawData, 0, data.Scan0, pixelCount);
    bmp.UnlockBits(data);
}

The bitmap size is 14x20
the pixelCount 1120
and the rawdata length is 560

I think there is some problem with the conversion.

When I get back in the callstack, i get the sprite info which is Format16bppRgb565
but this will be put over a Format32bppArgb image.

Quoteusing (Bitmap sprite = Factory.NativeProxy.GetBitmapForSprite(obj.Image))
using (Bitmap sprite32bppAlpha = new Bitmap(sprite.Width, sprite.Height, PixelFormat.Format32bppArgb))
{
    sprite32bppAlpha.SetRawData(sprite.GetRawData());
    graphics.DrawImage(sprite32bppAlpha, xpos, ypos, spriteSize.Width, spriteSize.Height);
}


Code: ags
The code tags looks very ugly.

Rulaman
#4
Hi Cassiebsg,

I am aware of this problem but though that would be clear.
Thanks for bringing this back into my mind.
I will update my post as well as the readme.

This plugin uses DeepL, a very good translator. As far as I can tell it (EN-DE, DE-EN)

Greetings
and a happy new year
Rulaman

PS: Your first example is done well by deepl
https://www.deepl.com/translator
#5
Hi there,
happy christmas.

Here it is, the brand new editor plugin for easy developing your game (specially translation files)

Download version 0.9.0

All necessary information of how to setup you will find here:

WARNING! This auto translation is no replacement for a human translation.
But it will be a good start.


---

This is a plugin for the game development tool Adventure Game Studio

This plugin adds a root node in the game tree named DeepL

In this upcoming window (after double-clicking) you can set your DeepL api key (an DeepL account is needed).

Then set your source language on the left side and the destination language(s) on the right side (if you have any translation files.)

Any untranslated line will now be translated when you right click on the translation file and select Translate with DeepL (within the Translations tree node).

If you have not set an key, not set the source language and not set the destination language for your translation file then the command is grayed out.

---

After extracting the content into your editor directory you have to modify your AGSEditor.exe.config with the following lines

Quote<runtime>
    <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
      <dependentAssembly>
        <assemblyIdentity name="System.Text.Json" publicKeyToken="cc7b13ffcd2ddd51" culture="neutral" />
        <bindingRedirect oldVersion="0.0.0.0-5.0.0.2" newVersion="5.0.0.2" />
      </dependentAssembly>
    </assemblyBinding>
    <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
      <dependentAssembly>
        <assemblyIdentity name="System.Runtime.CompilerServices.Unsafe" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" />
        <bindingRedirect oldVersion="0.0.0.0-5.0.0.0" newVersion="5.0.0.0" />
      </dependentAssembly>
    </assemblyBinding>
  </runtime>
(The content has to be between the <configuration> </configuration> tags)


Greetings
Rulaman
#6
Thanks CW,

silly me does not looked through the available options in the debugger.
(I could slap myself.)

That was it. It makes it so much easier.


Greetings and Thanks
Rulaman
#7
Sorry for being unprecise.

I test against the version 3.6.1.12 (20. Nov. 2023)
I use the save menu from the editor.

And yes, the trs file is not written (updated)
I tested with the property Modified but that does also nothing.
#8
Currently I am working on a plugin.

But I have a problem and cannot set the translation lines.

let x = host.CurrentGame.Translations[num]
x.TranslatedLines["MMM37"] <- ret.Text

When I save the game the file is not written.

What am I doing wrong?

Is there another way to set this?

Greetings
Rulaman
#9
Hi @all,

It's me
(Mario)
the developer of the famous WFN Font plugin.
Rulaman


At the moment I am learning F#.
This and the fact, that I was around the forum did a quick check for something new I had an idea.

So here it is. A template for an editor plugin in F#
https://github.com/Rulaman/AGS.Plugin.Template.FSharp

Feel free to play along with it.

Greetings
Rulaman
#10
Hi Aussiebloke81,

Quote… as there's no walkthrough anywhere on the net for this game.

Thats not true. There all solutions available. At leastin german.

https://www.maniac-mansion-mania.com/index.php/de/spiele/komplettloesungen/episoden/1100-loesung-1-100.html

You can download the pdf and translate it via an online translator (like www.deepl.com)


I let deepl translate the first paragraph:
Quote
Fred and Edna come home after a holiday trip of several weeks,
only to find that Ed sold the house to fix the Edsel--
ren. So the Edisons need money. Uncle Edenezer's got plenty of it. So
the Blues are trying their luck trying to get money from Edenezer-
men.
We play with three people who always put the objects
can give. So I'm not always going to say exactly with whom an action
is to be carried out, it should not be necessary. Just give the person
the required items when an action is required.

Translated with www.DeepL.com/Translator (free version)

Greetings
Rulaman
#11
Modules, Plugins & Tools / Re: AGS ThemeEditor
Tue 05/11/2019 20:37:25
Hi robcolton,

my editor shows only the content of the loaded file. Maybe the options aren't in the file, so you can't change it.
#12
Modules, Plugins & Tools / Re: AGS ThemeEditor
Thu 23/05/2019 19:37:20
I plan to made a plugin and an interface to ags to set the changes immediately.

Btw. here is a fork, with only the nessesary modifications to enable an online change of existing themes.
https://github.com/Rulaman/ags
#13
Hi,

i made a little plugin to find the ags development folders more easy in the explorer. (it's quick and dirty and at the moment like an alpha version)




Executable: http://www.filedropper.com/folder-plugin
Sources: https://github.com/Rulaman/AGS.Plugin.Folder


I plan to make an option to set it for all games you open.



Manual:
Usage
=====

Copy the Plugin (and the icon) in the AGS program folder.
Start AGS and double klick (after loading a game) on the entry 'Folder settings'.

Select the path for the icon (Load)
Type in a comment if you want
check the box (Use decoration)

Now check the explorer folder. It has an icon.
#14
Modules, Plugins & Tools / Re: AGS ThemeEditor
Mon 01/04/2019 20:13:11
Hi eri0o,

I have uploaded a new version. (.NET Framework 4.5 and a new version of Newtonsoft.Json which supports comments)

Now with a better layout (the PropertyGrid is still online and updated only, if you click in it, when you made changes in the other side.

Btw. The spec says, comments are not allowed in json files.
#15
Modules, Plugins & Tools / Re: AGS ThemeEditor
Tue 26/03/2019 19:40:19
Maybe a missing option. I look into it.
Its only a preview at the moment.

Do you have an example file?

----

Yes. It is for the new themable editor.
#16
Modules, Plugins & Tools / AGS ThemeEditor
Sun 24/03/2019 10:20:40
Hi,

I present you a Theme editor for AGS.

At the moment it is only a PropertyGrid which shows the Elements you can edit and save. (Plain and simple)
https://bitbucket.org/rulaman/ags-themeeditor/src
https://github.com/Rulaman/AGS-ThemeEditor
Edit: Now with the compiled app: https://bitbucket.org/rulaman/ags-themeeditor/downloads/

Planned (unordered):
- Visual attractive editor like VS2017 Color theme editor
- Plugin and stand alone versions
- Change ags sources to interact with editor and instant takeover of the settings.


Greetings
Rulaman

Edit 2021-09-09: Changed Bitbucket to GitHub
#17
Hi franzrogar,

it's okay.
#18
So, the new version is online (1.2.2.0)

and the plugin is available as an download.

http://www.filedropper.com/agspluginfonteditor (only the dll)

Greetings and Happy Holidays
Rulaman
#19
Modules, Plugins & Tools / Re: TtfTWfnSci
Mon 01/10/2018 18:52:18
Now available on bitbucket GitHub TTF to WFN and SCI

See also first post.

Modified: 2021-09-09: Changed Bitbucket to GitHub
#20
Time is off.
The sources are online.

https://bitbucket.org/rulaman/wfn-fonteditor
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