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Messages - Sslaxx

#361
Well, as an example there's Infamous Adventures. As far as I know they've never asked for permission for their remakes. I'm quite sure that Activision knows of their existence. But they have not been shut down... yet. If you're willing to take the risk then go for it.
#362
Quote from: GarageGothic on Tue 26/04/2011 17:28:56
Quote from: kingstone on Tue 26/04/2011 17:10:20You just have to contribute the bits that you require yourself because the magic happens when we all fit our pieces together ;D

I'm gonna use that as a pick-up line sometime!  :=

Edit: Have you looked into any solutions yet? As far as I understand, one of the main issues with making AGS cross-platform is its dependence on Allegro. Perhaps it's time for a more modern and platform-agnostic graphics library? I remember checking SFML out, but I can't recall if I came across any negative points to it - but I have a list somewhere with the observations I made about each of the 2D and 3D renderers I researched.
Allegro 5 is plenty modern enough. I suggest the first thing to do is get the code working with that maybe?
#363
Thanks for this, Chris!

Very initial thought: the headers on some of the files need to be altered to reflect the change of licensing.
#364
Why not have a development branch and branch the stable versions from that one, instead of the other way round?
#365
Quote from: Prozail on Wed 13/04/2011 12:56:26
Quote from: Sslaxx on Wed 13/04/2011 12:48:40
It should be a property on the GUI editor called "Text colour" (or TextColor, or TextColorNumber - depending on version of AGS used); just click on the text whose colour you want to alter.
But the default dialogs arn't in there.. only stuff i made myself..

If you're using the Sierra template, the default dialogues are there. gRestoreGame, gRestartYN etc.

Again, what version of AGS are you using? I'm not familiar with pre-3.1, but 3.1 and above all have the "default dialogues" as normal GUIs, available (as are all GUIs) to edit from the GUI list.

Just checked with 2.72 and they do seem to be built-in there. So if you're using that version I have no idea, sorry. You'll possibly have to recreate them yourself.
#366
It should be a property on the GUI editor called "Text colour" (or TextColor, or TextColorNumber - depending on version of AGS used); just click on the text whose colour you want to alter.
#367
Quote from: selmiak on Sat 09/04/2011 20:44:20
also got this:

the BG looks interesting but the game is too easy and the story has no time to develop ;)
That is an... odd way to have the game end.
#368
Ummm, is the chocolate shop supposed to not have a wall? That makes the window in it look very odd indeed...
#369
To be honest, the only SCI I'd like to see being used is SCI3. But this does look pretty neat all the same!
#370
You left your debugging stuff ('I') enabled, by the way.
#371
Quote from: Moresco on Sun 03/04/2011 20:44:22
Quote from: Sslaxx on Sun 03/04/2011 18:38:04
Heh, so I wasn't the only one then...

I wasn't going to say anything, I thought I was being dirty.  Maybe I still am...
Roll around in it!
#372

Heh, so I wasn't the only one then...
#373
Quote from: Electroshokker on Wed 30/03/2011 13:21:19
Quote from: Sslaxx on Wed 30/03/2011 12:18:43
The sound issue appears to be something to do with Allegro, if http://opensnc.sourceforge.net/wiki/index.php/FAQ#The_game_has_no_sound.21_.28Linux.29 is anything to go by. Seems static compiling doesn't get around that issue then, disappointing.

Hey, thanks for that link. I've been digging into the sound issue for a while now, but no luck so far. Forcing ags to run under aoss would be nice (heck, ANY sound would be nice), but my 64-bit pc doesn't allow it (RL_PRELOAD bug), and my 32-bit image is pretty much screwed up again. (after multiple experiments)

I'll try the approach described on a fresh virtualbox soon. For those who want to know if this works quicker:

Code: ags

sudo apt-get install alsa-oss


Create a file named AGS272_with_sound in the game folder. Using a simple text editor (like nano, gedit, kate, etc.), write the following contents to it:

Code: ags

#!/bin/bash
export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH
aoss ./AGS272 $@


Make the file executable:

Code: ags
chmod +x opensurge_with_sound


Then try starting ags using ./AGS272_with_sound

EDIT: seems this simple approach doesn't work. drat.
Yeah, tried that just now and it didn't work. 10.10, yes? Wondering if it's distro version specific.
#374
Quote from: Electroshokker on Wed 30/03/2011 11:55:30
Quote from: DeadSuperHero on Tue 29/03/2011 23:31:12
Well, let me know! AGS is one of the few engines I'm actually half decent at working with, and I'd hate to go back and have to teach myself everything from scratch on one of the many half-finished Linux adventure game engines out there.

Try this one:

Freshly build RC3, Allegro & Dumb no longer need to be installed separately with this one. They're included in the executable.

Things I've noticed:

- sound no longer works in Ubuntu 10.10 (*sigh*)
- gstreamer libraries act funny in 64-bit Ubuntu

Please test this build on different systems and tell me where it works and where it doesn't. (With/without audio/video)
Note you need the gstreamer packages for video.
The sound issue appears to be something to do with Allegro, if http://opensnc.sourceforge.net/wiki/index.php/FAQ#The_game_has_no_sound.21_.28Linux.29 is anything to go by. Seems static compiling doesn't get around that issue then, disappointing.
#375
I'm not sure if this is a bug as such, but I've noticed that auto-outlining text isn't working quite right with Final3.

I set the talking font (1) to use one of the Ubuntu family of Truetype fonts, with an auto-generated outline. The text colour doesn't look like it is "filling in" properly using this.

http://sslaxx.twu.net/NotFillingText.png and zoomed in to show more detail - http://sslaxx.twu.net/ZoomedInFaultyText.png - particularly noticeable on the 'l' and 'o'. There also appear to be "artifacts" around the outlined text - could this be an (anti-)aliasing issue?

No outlining appears to work as expected.
#376
IA's KQ3 remake has its soundtrack available for at download http://www.infamous-adventures.com/kq3/index.php?page=extras and AGDI are planning on making their KQ3 remake's soundtrack available as well.
#377
I had something quite odd happen with Firefox 4 when I was looking through the Mocha Doom website - the text would alternate between white and yellow at random. No vanishing text yet, though.
#378
Well, if you did export it as an animated GIF, then you should be able to use "Quick import GIF frames..." from the context menu in the sprites section of the editor. I've not used the functionality myself, bear in mind, so I'm not sure if it'd do what you want.
#379
So, using the basic Sierra template I've got it so that after it restores the game it restores the status bar and icon line.

But. It restores the icon bar, but not the status bar. It doesn't do this in the close_restore_dialogue, it doesn't do this with repeatedly_execute. And I'm at a loss as to why.

I created this custom function to restore the icon bar and status line:

Code: ags
function DoTheStatusLine (bool IsVisible)
{
 // Sets up the status line (and associated icon bar). Makes them visible if true, otherwise not.
 if (IsVisible)
 {
	gStatusline.Visible = true;
	gIconbar.Visible = true;
 } else
 {
	gStatusline.Visible = false;
	gIconbar.Visible = false;
 }
 return;
}


In repeatedly_execute, it gets called like this (rooms 900 and above are used for menus etc):
Code: ags
 if (player.Room <= 899 && (!gIconbar.Visible))
 {
  gIconbar.Visible = true;
 }


http://sslaxx.twu.net/SQ3.7z has the whole project.

[EDIT: Oh duh, I've only just noticed what I had in repeatedly_execute. So I replaced it with gStatusline instead! And that fixed it. Never mind me then, sorry.]
#380
Quote from: Kweepa on Fri 25/03/2011 23:30:33
Yes, it works perfectly for my needs.

I'd be wary of upgrading for the sake of it. The last thing I'd want to see was to lose every post on the forums...
Keeping backups of the database would help with losing posts. And it'd be prudent to do a dry run if they were going to switch to other forum software.
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