Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sslaxx

#161
Congrats, Gribbler!
#162
Quote from: xenogia on Tue 19/02/2013 00:24:27
More in line with an adventure game,  it kind of combines old school text adventure elements into it.
At least one of those pics gave off a strong Zork vibe.
#163
Quote from: AGA on Mon 18/02/2013 15:47:40
What happens if you try submitting again?  Perhaps after emptying your cache if necessary?

This error has come up for random people on random pages on the site, but it's never been obvious where it's coming from.
Removed site cookies and all came up OK.
#164
Engine Development / Re: AGS engine Linux port
Mon 18/02/2013 23:07:38
Quote from: Crimson Wizard on Mon 18/02/2013 23:03:53
Quote from: scottchiefbaker on Mon 18/02/2013 21:54:52
Using this build, which has the snowrain stub functions corrected, any reason to not use this for a Gemini Rue build? Anything else outstanding?
Well, I did not have any plans on that. I've switched working in a separate branch (develop) already, further cleaning/factoring the code.
Unless there are bugs or any issues preventing people from playing the game, I think it is ok to use current version.

Quote from: scottchiefbaker on Mon 18/02/2013 21:54:52
On a side note... is it at all possible to add something like ctrl + enter to toggle between fullscreen and windowed?
No idea. But, frankly, I'd won't do that as a last-time update. As you may have already noticed, resolution stuff is pretty fragile in AGS.
In my vision, whole thing should be carefully investigated and documented first.
At this stage it might be worthwhile to re-write the whole thing. If the (eventual) plan is to switch to Allegro 5 (or something else), it'll likely become necessary anyway.
#165
So, as it says, I want to the AGS Awards voting page, made my votes and clicked on submit - and got a 403 error.

QuoteWe're sorry, but we could not fulfill your request for /site/awards/ on this server.

You do not have permission to access this server. Before trying again, close your browser, run anti-virus and anti-spyware software and remove any viruses and spyware from your computer.

Your technical support key is: 50b0-9e03-b40c-8ddc

You can use this key to fix this problem yourself.

If you are unable to fix the problem yourself, please contact the WEBMA5TER and be sure to provide the technical support key shown above.
#166
QT has .NET bindings as well, but they've not been updated in nearly three years. Q7BASIC? Well, maybe, but as it'd require people to purchase it maybe not. WXWidgets also has .NET bindings, may be worth checking out?

Redoing the editor might well be the best way, but that'll require the compiler being fully separated from the editor code. Not sure if that's been done and added to the main branch at all, yet.
#167
Engine Development / Re: AGS engine Linux port
Sat 16/02/2013 11:11:56
Quote from: s_d on Sat 16/02/2013 08:21:55
JJS, I have a bug report from a Linux tester on the Quest for Infamy demo.  It seems, at first blush, that odd/unusual screen resolutions make the new auto-scaling code bug out:

Code: AGS
AGS: Widescreen side borders: game resolution: 320 x 240; desktop resolution: 1680 x 1050
AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 384 x 240 anyway
AGS: Attempt to switch gfx mode to 384 x 240 (32-bit)
X Error of failed request:  BadValue (integer parameter out of range for operation)
  Major opcode of failed request:  150 (XFree86-VidModeExtension)
  Minor opcode of failed request:  10 (XF86VidModeSwitchToMode)
  Value in failed request:  0x4e00003
  Serial number of failed request:  87
  Current serial number in output stream:  92


I haven't dug into it much further.  I cannot actually reproduce it myself, as none of my hardware is compatible with that resolution.  Perhaps it's just arithmetic.
Do you know what scaling was used?
#168
Taking a look through it all now...
#169
Engine Development / Re: AGS engine Linux port
Sat 09/02/2013 13:27:50
Quote from: JJS on Sat 09/02/2013 08:19:29
That warning is because the second parameter is implicitly cast to void* for every call to ccAddExternalFunctionForPlugin(). Generally it is a good idea to reduce the warning count and especially to get the source to compile without compatibility settings (e.g. -fpermissive). In this case it is easy and harmless, some others might be more subtle and indicate an underlying bug. So just explicitly casting everything (which would silence a lot the warnings) is not helpful in the long run.
Are you saying that it'd be better to do the explicit cast with the warnings scottchiefbaker has indicated?
#170
Quote from: JanetC on Fri 08/02/2013 22:01:53
Not much interest here... is it worth pointing out that Wadjet Eye would be willing to pay someone to do this port?
On a practical note, maybe not many coders here have access to Mac OS X and/or XCode? Maybe you should try to advertise this on a freelancer site, maybe one orientated towards Mac programming.
#171
ffmpeg2theora - nice application, and nice to see someone making a front-end for it.
#172
I've been thinking about getting involved more with the engine source, maybe looking at all the -fpermissive warnings I get whenever I compile the engine's source code. What's the best way to go about this? Anyone got any advice? The code isn't exactly well-documented in places either, and looking at documenting the code might be something to do (once I'm more familiar with it's internal workings).
#173
Do we have any other coders with Mac OS X access?
#174
Quote from: s_d on Wed 06/02/2013 07:34:10
Quote from: Sslaxx on Tue 05/02/2013 15:26:29
To be honest, you'd be best off talking to JJS about it (following what BigMC said a couple of posts and several months earlier).

He is.  So is Janet, over in the main OS X porting thread.  They've even offered to contract an engineer to do it!  They're not the only commercial developer/publisher interested;  Blackthorne from Infamous Quests also posted there, and expressed interest in a nice native port.

It looks like the problem currently is either fixing Allegro 4.4 on OS X 10.7 (due to some deprecated API), or porting AGS to Allegro 5.0 (on all platforms!).  Six of one, half a dozen of the other, but we need to get it done somehow  ;-D
Was talking to Bt about it, too (and saw his posting here). Bit of a sticky wicket regarding Allegro, isn't it?
#175
2.7x or 3.x? The codebase for 2.7x was never released under open source terms. To be honest, you'd be best off talking to JJS about it (following what BigMC said a couple of posts and several months earlier).
#176
Engine Development / Re: AGS engine Linux port
Tue 05/02/2013 13:07:12
Quote from: BigMc on Tue 05/02/2013 12:59:47
Sounds like something I once experienced with a different engine. There was a bug in a sound library that was used, and the sound got corrupted sometimes. Even after quitting the game engine and restarting, the sound was still corrupted. Rebooting would help. That sound library is not used in AGS though.
That possibility did cross my mind. So we need to eliminate the possibility of it being outside of the AGS source?
#177
Engine Development / Re: AGS engine Linux port
Tue 05/02/2013 12:57:31
Quote from: Crimson Wizard on Tue 05/02/2013 12:53:33
Quote from: Sslaxx on Tue 05/02/2013 12:38:30
No Pulseaudio restart was needed here. Seems to be working better with the latest Git changes to the engine code.
But these changes have nothing to do with audio nor game speed. It sounds like this effect is either random, or changes with every rebuild?
Sounds like an unintended side-effect of the scaling code, perhaps? It seems odd that it should change anything sound-wise though.
#178
Engine Development / Re: AGS engine Linux port
Tue 05/02/2013 12:38:30
No Pulseaudio restart was needed here. Seems to be working better with the latest Git changes to the engine code.
#179
Engine Development / Re: AGS engine Linux port
Tue 05/02/2013 00:18:01
Quote from: scottchiefbaker on Tue 05/02/2013 00:04:01
Quote from: Sslaxx on Mon 04/02/2013 22:17:36
Not worried about the missing rain sounds, aware that that's due to platform issues. Issues noticed primarily during the introduction sequence, during the start of the game and sometimes when you switched tasks.

I did not experience any of the sound or delay problems you mentioned. I'm running Fedora 64 bit, what are you running?
Ubuntu 12.10, 32-bit.
#180
Engine Development / Re: AGS engine Linux port
Mon 04/02/2013 22:17:36
Quote from: BigMc on Mon 04/02/2013 22:04:52
Here is the new build: http://people.debian.org/~thansen/ags+libraries_20130204.tar.xz

I added automatic selection of the appropriate StdScale filter for the case that no filter is set, but did nothing to make sure that the screen resoltion is not changed.

EDIT: By the way, missing menu sound and rain in Gemini Rue are expected, because they were disabled by the creators unless you use Windows.
Not worried about the missing rain sounds, aware that that's due to platform issues. Issues noticed primarily during the introduction sequence, during the start of the game and sometimes when you switched tasks.
SMF spam blocked by CleanTalk