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Messages - Sslaxx

#181
Engine Development / Re: AGS engine Linux port
Mon 04/02/2013 21:25:44
Quote from: scottchiefbaker on Mon 04/02/2013 21:04:26
Quote from: Sslaxx on Mon 04/02/2013 20:32:52
This is interesting. Using the game's data files with a freshly-compiled executable is giving me sound corruption/speed issues (at random it seems, for at least a couple of seconds and usually longer).

Can you provide more details? You're using an engine compiled today (after the big checkin of savegame stuff)? What game are you having problems with? Gemini Rue?
Yup. Compiled today using the savegame changes, using it with the full version of Gemini Rue.
#182
Engine Development / Re: AGS engine Linux port
Mon 04/02/2013 20:32:52
Using with the demo version of the game? I've got the full game installed and the Linux binaries built.

This is interesting. Using the game's data files with a freshly-compiled executable is giving me sound corruption/speed issues (at random it seems, for at least a couple of seconds and usually longer).
#183
Engine Development / Re: AGS engine Linux port
Tue 29/01/2013 23:32:48
Quote from: Crimson Wizard on Tue 29/01/2013 22:55:01
Quote from: Sslaxx on Tue 29/01/2013 16:11:58
Ubuntu 12.10, Allegro 4.4 used to compile the latest (as of today) code... and found an odd bug with Primordia. The close-up for the generator doesn't disappear when you tell it to close. It doesn't disappear at all - moving to another room has it still there (and nothing underneath it is interactable, unless you're in the generator's location).

Fixed!
What was the issue?
#184
Engine Development / Re: AGS engine Linux port
Tue 29/01/2013 16:43:16
Quote from: Crimson Wizard on Tue 29/01/2013 16:33:07
Quote from: Sslaxx on Tue 29/01/2013 16:11:58
Ubuntu 12.10, Allegro 4.4 used to compile the latest (as of today) code... and found an odd bug with Primordia. The close-up for the generator doesn't disappear when you tell it to close. It doesn't disappear at all - moving to another room has it still there (and nothing underneath it is interactable, unless you're in the generator's location).
Can you provide a saved game close to that location?
Also, if you tried, did that happen to previous builds?
Of course. I hadn't tried with previous builds of the code (or of the Linux runtime).

http://sslaxx.twu.net/tmp/PrimordiaGeneratorViewBugs.zip - there are two saves - one before, one after.
#185
Engine Development / Re: AGS engine Linux port
Tue 29/01/2013 16:11:58
Ubuntu 12.10, Allegro 4.4 used to compile the latest (as of today) code... and found an odd bug with Primordia. The close-up for the generator doesn't disappear when you tell it to close. It doesn't disappear at all - moving to another room has it still there (and nothing underneath it is interactable, unless you're in the generator's location).
#186
Engine Development / Re: AGS engine Linux port
Mon 28/01/2013 01:29:41
[Never mind me, just being unusually dense for some reason!]
#187
AGS currently uses version 2.0 of .NET. See if http://www.microsoft.com/en-us/download/details.aspx?id=1639 does what you need.
#188
Engine Development / Re: AGS engine Linux port
Sun 27/01/2013 01:13:47
Quote from: BigMc on Sun 27/01/2013 00:59:12
There are multiple possibilities. Ship two binaries with a script which checks which Allegro is present and chooses the binary accordingly, include the dynamic Allegro library as a fallback in case the system does not have it, or do a static build.
My understanding is he wants to do a static build against Allegro 4.4?
#189
Site & Forum Reports / Re: Bug reports
Sat 26/01/2013 13:56:45
Found an issue with characters that the forum has trouble with making the post not show up in the forums (although if you click "Modify" the post is still there). http://www.adventuregamestudio.co.uk/forums/index.php?topic=44664.msg619650#msg619650 has more details (and take a look at WHAM's response directly underneath, and try quoting it).

Tried under Firefox 18.0.1, Windows XP, UK settings. This affects all browsers, though.
#190
Any way of setting the font colour used separate from the sprite? So if you wanted it displayed in black, it would be?
#191
If SpeechCenter (the plugin) doesn't do what you want, it may be worthwhile to speak to SpeechCenter (the user) and see if he can help out?
#192
Neither option strikes me as particularly great, honestly. But extended character support is essential. Which'd be best for cross-platform use (including PSP, iOS and Android) - the varying size of widechar, or handling multibyte characters?
#193
Completed Game Announcements / Re: Patchwork
Wed 16/01/2013 23:23:52
Any differences or fixes between this and the Summerbatch version?
#194
Engine Development / Re: AGS engine Linux port
Sun 13/01/2013 20:22:01
Got the libcda (CD Audio) devel files installed?
#195
Quote from: Crimson Wizard on Fri 04/01/2013 16:07:53
As many of you should know, we have a number of AGS ports now that let run AGS games on other platforms (linux, etc). Plugins remain a problem, because they were written as Windows dynamic libraries. JJS already rewrote couple of plugins, and Calin disclosed his AGSBlend and SpriteFont plugins, so that their code could be used to compile plugins for other systems too.

Are there anyone else who would like to disclose his/her plugin source to let the games, which used them, become fully portable? Perhaps someone may contact plugin authors that did not visit forums for a while?
Could there be a reason to not to disclose plugin source?

Additionally, I want to mention, that maybe it could be a good idea to state a rule, that AGS plugin should be made open source from the start (NOTE: "open-source" does not mean "free to use")? Aside from portability, this would also ensure that no one will put something unexpected, like malicious code in there.
It wouldn't work for plugins like AGSteam (because of Valve's licensing arrangements).
#196
Quote from: CaptainD on Fri 04/01/2013 16:24:37
But aren't there already "Crackwell" games?  I haven't played them but surely they're based somewhat on the Blackwell games?
Yeah, parodies count.
#197
Surprised nobody's mentioned the Blackwell series. Slightly less surprised nobody's mentioned either the Exile/Avernum series or Eschalon, though.
#198
AGS Games in Production / Re: Abra Cadaver
Thu 03/01/2013 23:20:29
Well, this is different! Going to be some black and gallows humour in here, is there?
#199
Quote from: Monsieur OUXX on Wed 02/01/2013 10:02:52I'm planning on packaging a version of AGS that embeds Lua by default, along with other "advanced" tools (SpeechCenter, Tween module, etc.). Is there a default Lua game template?
Dunno. Might want to check with the module creators they'd be OK with you packaging their stuff up first.
#200
Quote from: AGA on Wed 02/01/2013 10:44:18
As cute as this may be, I think in reality it'll just be annoying.  There are 1600+ games in the database, which would make CJ's profile something like 25 screens long.
Who's asking you to do that?
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