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#1701
Well, I'm not sure it shoudl happen "first" as its probably not used because it is not useful. I'm trying to improve testing quality by providing metrics with this suggestion...
#1702
For people doing beta-testign of their game, it would be great if AGS had a debug mode which you could turn on that logged Statement coverage of your game to a file which each beta-tester could send to the developer, so a developer can know if every bit of code has been exercised. Ideally, also have decision coverage too, but that's probably harder...
#1703
Nik, your problem is probably because your bookmark for the forums points to www.adventuregamestudio.co.uk, or one of the temporary locations it has had... or your privacy settings are set not to keep cookies for this site.
#1704
Perhaps if you converted all the sound files to Ogg (and you get batch conversion programs) it would solve it?
#1705
Clear your browser's cache.
#1706
If CJ can detect where the corrupted MP3 are in the compiled game, would he be able to hack a few bytes and fix this problem, I wonder?
#1707
I wonder if there are any advice services in the UK for people who have friends (or relatives) they genuinely feel they have untreated mental health problems. I know someone who I think has a untreated (or rather, badly treated) problem and I would be interested to know if there was some professional advice available. Much as I'm sure some of you guy's advice is good, the trouble is telling whose!
#1708
Quote from: monkey_05_06 on Wed 21/02/2007 16:54:39
1. Maybe I'm just stupid, but I don't really see how that could help in this case. The way I'm thinking this through the array would have to be the same size as the maximum number of topics, right? Actually I suppose it would help seeing as I'm working on implementing named dialog topics. If this method turns out to be too slow I'll consider the hash function route.
Not necessarily: the number of items in the array depends on your hash function. If your has function is "use the topic number" then you would need to do it as described, but you could make it something like: (topic # + dialog #) % 32, then you would only need 32 items in the array...

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3. The problem with this (I assume you mean one before the main module and one after it, not the setup module)
No, I mean have the sandwich the other way around: the setup comes in the middle, rather than the main module in the middle.

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4. I'd like some sort of patching mechanism, but realistically I'm not sure how it could be implemented. I don't really know anything about it, but it seems to me like it would be difficult as to keep the code in-tact it would have to read through the functions themselves to make sure that they stay in the same order and don't collide with one another if one of the patched functions is longer than the previous version. But I guess it couldn't really hurt to ask him.

A line-by-line merge is easy: you have to have a copy of the old module as it was imported, the new module to be imported, and the current version that is installed int he game. If a line is in all three, obviously it stays. If it has been changed between old and current and new doesn't change it from current, keep the current, and vice versa. If it changes in both, you have a clash and need to flag it... but if the new editor actually keep these files lying around in the filesystem as CJ says, then you can get your source code control system to do this for you!

#1709
Because having such a long name is stupid?
#1710
Some thoughts:

1. Check out the latest MultiResponse module: I use a hash function to choose one of 100 (configurable to more or less as you desire) Strings to keep data in, which makes it faster... you might want a similar approach.

2. Have you tried setting up #defines to make the setup thing easier?

3. Would it be easier to have 3 modules: one BEFORE the setup and one AFTER the setup?

4. Perhaps its worth asking CJ for a way to upgrade modules better (by some kind of patch mechanism?) in AGS 2.8 since this would be an editor thing and he's doing a complete rewrite anyway...
#1711
Do you use script commands or the AGS dialog editor in general? If the former, you coudl try using my Hypertext module which does the lucasarts-style positioning of text all in script... if the same thing happens, then it will be easier to debug!
#1712
Quote from: TheVintageDemon on Mon 19/02/2007 20:51:37
:-\? Yes I know I'm 12, but people say I have the maturity of a 16-year-old (I know this doesn't sound like me on the forums, but just ask Akatosh. He thought I was 16! ^^)
He was just grooming you...
#1713
Hints & Tips / Re: I'm Stuck on the Shivah
Mon 19/02/2007 15:51:57
Have you managed to access the computer at the Sharming shop?
#1714
General Discussion / Re: Suggestion Box
Mon 19/02/2007 10:11:00
Quote from: TheVintageDemon on Mon 19/02/2007 10:06:32
A place where you write what you want on this forum. I would absolutely love a spam forum - a forum where people spam, but it doesn't add to the post count.

It's called "other forums on other websites"... there are plenty to choose from that are full of such guff, feel free to post there and guess what: CJ has already implemented it such that such posts won't add to your post counts here.
#1715
Thanks for the suggestions Steve. Yeah, a save XML would be nice and backwards step... I'm not sure what you mean, but only because its ages since I used this myself.

In fact, I'd love to be able to let you edit frames by dragging around the points of the skeleton and various other things: scaling the whole set of angles, etc. But even what I was thinking of is actually producing the whole walkcycle dynamically in-game and letting the user script up commands to make an arm stretch out or up and so on, and to automatically foreshorten and so on. The front/back walkcycles are pretty dodgy when actually used in AGS, and I want to work on that too.

Perhaps I can build up some momentum to work on this some more. It would be great if I coudl work out how to do it nicely in 800x600 mode, as its all very small just now.
#1716
Quote from: [lgm] on Sun 18/02/2007 05:09:47
Yea, 90% of what you read is false or misleading.

Including the above statement
#1717
Just replace the module, I think.
#1718
v1.18 is up to fix a translation-related problem that Cinfa found.
#1719
I've fixed this problem an uploaded v1.03
#1720
It would be nice if there was a GetTranslation for new-style strings
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