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Show posts MenuQuote from: xenogia on Tue 19/02/2013 00:24:27At least one of those pics gave off a strong Zork vibe.
More in line with an adventure game, it kind of combines old school text adventure elements into it.
Quote from: AGA on Mon 18/02/2013 15:47:40Removed site cookies and all came up OK.
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.
Quote from: Crimson Wizard on Mon 18/02/2013 23:03:53At 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.Quote from: scottchiefbaker on Mon 18/02/2013 21:54:52Well, I did not have any plans on that. I've switched working in a separate branch (develop) already, further cleaning/factoring the code.
Using this build, which has the snowrain stub functions corrected, any reason to not use this for a Gemini Rue build? Anything else outstanding?
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 21:54:52No 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.
On a side note... is it at all possible to add something like ctrl + enter to toggle between fullscreen and windowed?
In my vision, whole thing should be carefully investigated and documented first.
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Quote from: s_d on Sat 16/02/2013 08:21:55Do you know what scaling was used?
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.
Quote from: JJS on Sat 09/02/2013 08:19:29Are you saying that it'd be better to do the explicit cast with the warnings scottchiefbaker has indicated?
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.
Quote from: JanetC on Fri 08/02/2013 22:01:53On 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.
Not much interest here... is it worth pointing out that Wadjet Eye would be willing to pay someone to do this port?
Quote from: s_d on Wed 06/02/2013 07:34:10Was talking to Bt about it, too (and saw his posting here). Bit of a sticky wicket regarding Allegro, isn't it?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
Quote from: BigMc on Tue 05/02/2013 12:59:47That possibility did cross my mind. So we need to eliminate the possibility of it being outside of the AGS source?
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.
Quote from: Crimson Wizard on Tue 05/02/2013 12:53:33Sounds like an unintended side-effect of the scaling code, perhaps? It seems odd that it should change anything sound-wise though.Quote from: Sslaxx on Tue 05/02/2013 12:38:30But these changes have nothing to do with audio nor game speed. It sounds like this effect is either random, or changes with every rebuild?
No Pulseaudio restart was needed here. Seems to be working better with the latest Git changes to the engine code.
Quote from: scottchiefbaker on Tue 05/02/2013 00:04:01Ubuntu 12.10, 32-bit.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?
Quote from: BigMc on Mon 04/02/2013 22:04:52Not 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.
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.
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