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Messages - SupSuper

#41
Quote from: Pumaman on Fri 05/10/2007 19:16:15
Quote from: SupSuper on Sun 30/09/2007 15:03:48
Issues with DirectDraw mode: Room fades don't match the room resolution (in my case, the rooms switch from 320*200 to 320*240 while fading)

I can't reproduce this problem? Are you using the latest beta -- there were some problems with fades in earlier betas.

What exactly is happening when you say it's switching from 320x200 to 320x240? Does the screen all stretch out or something?
Exactly. Though I just noticed AGS switches to 640x480 when I try to run on 320x200 (although it looks different from actually running on 640x480), so maybe it's a side-effect of that? It only happens on fade-outs, too. Here's a screenshot.


Another bug is that moving the cursor along the bottom or right edges of a dialog selection screen reveals the background below.
#42
Quote from: SSH on Fri 05/10/2007 13:39:04
Quote from: SupSuper on Fri 05/10/2007 13:24:21
Quote from: Fribbi on Thu 04/10/2007 23:34:03
I don't know if this question has come here before. But I have Windows Vista Premium and it can't read no longer chm help file because Windows Vista don't support it any longer.
Erm, that can't be right, CHM is Microsoft's latest help format, every major application uses it. Vista only dumped support for the old Win9x HLP format (probably to help push CHM forward), and that can still be restored from Microsoft's site.

Wonkypedia says: "Microsoft Compiled HTML Help is a proprietary format for online help files, developed by Microsoft and first released in 1997 as a successor to the Microsoft WinHelp format. It was first introduced with the release of Windows 98, and is still supported and distributed through Windows XP and Vista platforms. In 2002, Microsoft announced some security risks associated with the .CHM format, as well as some security bulletins and patches. They have since announced their intentions not to develop the .CHM format further, and will be moving to a new generation of Windows Help called Microsoft Assistance Markup Language in the Windows Vista operating system."
MAML isn't even widespread though. In any case, my Vista opens CHM, so :P

Anyways, I think it's about time I ask the big question here, now that the editor is near-final: what's the new plugin API like? I suspect ingame-plugins will still work the same (specially for backward compatiblity), but what about editor plugins? Given everyone's ranting about the interaction editor one way or another, I feel itchy to come up with a replacement.
#43
Quote from: rich on Fri 05/10/2007 06:43:59
Hmmm... I'm all for programming just about everything. But, there are some things I've gotten used to doing with the interaction editor. For example, "When Player first Enters room before fade-in", I've gotten in the habit of opening up the interaction editor and selecting run script under this option. Then, I open the script and write the things I want to happen in this room before fade-in. I may just not have looked hard enough, but I can find in the help an equivelant sort of way to do it with scripting alone. Is there some function like on_mouse_click I can add like "on_room_start_before_fade-in"?

I've also gotten used to doing the same things with objects... I go into the interaction editor and if the player clicks say the interact icon on the object I again say run script. This creates a function that easily activates where I can then script what I want to happen. I actually haven't figured out exactly how to do this with scripting alone. I suppose I could activate the on_mouse_click and then check what the cursor is and if the mouse is over that object.

I do like the idea of the interaction editor actually creating all the script... but until then, I just want to say I have been using both, and I would hate to see the interaction editor go for this reason.

-Rich
You can still have event-based functions in AGS 3.0. Think of it as an I.E. with only a Run Script option. :P
#44
Quote from: Fribbi on Thu 04/10/2007 23:34:03
I don't know if this question has come here before. But I have Windows Vista Premium and it can't read no longer chm help file because Windows Vista don't support it any longer.
Erm, that can't be right, CHM is Microsoft's latest help format, every major application uses it. Vista only dumped support for the old Win9x HLP format (probably to help push CHM forward), and that can still be restored from Microsoft's site.
#45
Quote from: GarageGothic on Thu 04/10/2007 16:07:51
Not being a Windows Vista user, I have another question regarding the setup program: Can Vista users somehow access winsetup.exe through the Games Explorer, or will they need to find the game's folder in the start menu like in XP?
The Games Explorer entry has a "Setup game" option.

I also approve for having a register/unregister option in the Setup program, much easier to work with and a lot of applications do it. Of course keep the command-line option for games that do have installers though. :)

Quote from: Pumaman on Sun 30/09/2007 18:53:41
QuoteAs interaction (2.72), this was the behavior:
- Game runs dialog
- After dialog finishes, game switches rooms and changes character position

As the now-converted code (2.8), this is the new behavior:
- Game changes character position
- Game runs dialog
- After dialog finishes, game switches rooms

It's a good point, but realistically I'm not sure if there's anything that can be done about it. Perhaps it just needs to be made clear in the Upgrading to 3.0 guide to watch out for situations like this.
Hmm.. any suggestions on how to change the code to work how I want?

Quote from: Pumaman on Sun 30/09/2007 18:53:41
QuoteRoom fades don't match the room resolution (in my case, the rooms switch from 320*200 to 320*240 while fading)

Hmm, are you running in letterbox mode?
Nope, running a 320*200 game in its native 320*200 glory. I'm not sure if the rooms change exactly to 320*240, they just suddenly stretch beyond the screen during fades.

Quote from: Pumaman on Sun 30/09/2007 18:53:41
QuoteIssues with Direct3D mode: 320*200 won't work on it:

Looks like this is a limitation of your graphics drivers that they don't support 320x200 with D3D. I don't think it's a bug in AGS.
Blast, foiled again!

And this is just me being picky, but since the DOS engine has long been unsupported, shouldn't things like:
"Cross-Platform Support
(...)
MS-DOS: No"
Be removed from the helpfile? Think of all the bytes you'll save! :P
#46
Issues with AGS 2.8: Change of behavior in "interaction > code" conversion.

Quotefunction room_AfterFadeIn()
{
dialog[0].Start();
player.ChangeRoom(2, -10, 190);
}
As interaction (2.72), this was the behavior:
- Game runs dialog
- After dialog finishes, game switches rooms and changes character position

As the now-converted code (2.8), this is the new behavior:
- Game changes character position
- Game runs dialog
- After dialog finishes, game switches rooms

Issues with DirectDraw mode: Room fades don't match the room resolution (in my case, the rooms switch from 320*200 to 320*240 while fading)

Issues with Direct3D mode: 320*200 won't work on it:

---------------------------
Adventure Game Studio
---------------------------
There was a problem initializing graphics mode 320 x 200 (16-bit).
(Problem: 'Failed to create Direct3D Device: 0x8876086A')
Try to correct the problem, or seek help from the AGS homepage.

Possible causes:
* your graphics card drivers do not support this resolution. Run the game setup program and try the other resolution.
* the graphics filter you have selected does not work. Try another filter.
---------------------------
OK   
---------------------------
#47
Quote from: monkey_05_06 on Sun 23/09/2007 07:25:01
Along the same lines as this I think it would be even more useful if there were some type of function for simulating a click on a GUIControl. I can think of several instances where I have wanted to perform the normal "OnClick" functions of my GUIControls without actually clicking the mouse (for example, using keyboard keys to simulate mouse-clicks). There's no solution other than simply by-passing the "OnClick" function(s) altogether and using on_event instead.

Event functions still work like regular functions:

Code: ags

function on_key_press(int keycode)
{
  if (keycode==9) // Tab
    btnIconInv_Click(btnIconInv, eMouseLeft);
}

function btnIconInv_Click(GUIControl *control, MouseButton button)
{
  gInventory.Visible = true;
  mouse.Mode = eModeInteract;
  mouse.UseModeGraphic(eModePointer);
}
#48
I show my support for these suggestions:
Quote from: subspark on Sat 22/09/2007 11:52:26
Ability to delete Views.

**************************************************************

'AnimatedView' option in room object properties.

**************************************************************

Be able to change a hotspot's walk to point during gameplay.

**************************************************************

When right clicked 'Inventory Items' and chosen New Inventory Item, the properties for the new inventory item just created should be displayed below and not the properties of a previous item.

**************************************************************

In addition to or instead of OnClick functions for buttons, include OnMouseDown and OnMouseUp options.
This is usefull for things such as scrolling invatory arrows particuarily when the user has set mouseOver sprites but doesnt want those mouseOver sprites to be displayed before the mouse button is released and the button can be disabled.

It's basically a much easier way to prevent buttons from flashing before they are turned off in addition to allowing users a more simplified control of buttons under both mouse states.

**************************************************************

Add 'Is Clickable' option to objects. Basically returns 'mouseover' functionality to an object behind the current object.

**************************************************************
#49
Quote
QuoteI also noticed how interaction variables are left for me to fix, GAH, now I regret having fallen into the interaction editor trap.

Hmm, what state is it leaving them in? I thought I had the upgrade process all automated now? (unfortunately I don't have a game with interaction variables to test it with, and 2.72 now seems to crash for me whenever I open the interaction editor...)
Well the global script seems to contain them, but the room scripts still have stuff like:

function room_AfterFadeIn()
{
if (UNKNOWN_INTERACTION_VARIABLE_0 == 0) {
room_b();
UNKNOWN_INTERACTION_VARIABLE_2 = 1;
}

Again on the matter of importing: after importing a game, closing the editor and later going back to that game, I'm now getting warnings like "Function hHotspot1_Look already exists and could not be created" (for every single room function) when a room file brings up an error.
#50
Quote from: Pumaman on Mon 27/08/2007 22:20:15
Quote
One thing I'd like to know out of curiosity is why you have the editor set to import room elements like this:

function hHotspot1_Look()
{
hotspot1_a();
}

It's because you might not just have a single Run Script interaction -- if you had the interaction set up to do "Run Script, Display Message, Run Script" then it would import as:

function hHotspot1_Look()
{
hotspot1_a();
DisplayMessage(4);
hotspot1_b();
}

However, perhaps it could be improved to detect when there is just a single Run Script, and handle it more intelligently.
Maybe the scripts should be copied directly where hotspot#_x() currently goes? Keeping them in separate functions just makes it all messier.

Quote from: Pumaman on Mon 27/08/2007 22:20:15
QuoteOne of them seems to get permanently stuck in "Importing game..."

Any chance you could upload this for me to take a look at?

QuoteThe other one brings up the following error in the output window: (which made me notice: the Output window needs a Copy button to copy error messages, and errors should be clared after loading a new game)

Quote
There was an error saving the script for room 2: Room file is from an old version of AGS and cannot be processed

Although the game still loaded, but when selecting room 2:

That error message seems reasonable enough for this situation; however it shouldn't really crash when you attempt to open the room afterwards, I'll look into that.
I decided to try rebuilding all the rooms in AGS2.72 before importing and apparently some of the rooms were corrupted, so you might need to improve the error handling during importing. I restored a backup and re-imported and it all seems to work fine for now, I'll do some further testing and let you know how it goes.

It didn't crash, it just errored, since it didn't convert that room but it was still left in the room list.

I also noticed how interaction variables are left for me to fix, GAH, now I regret having fallen into the interaction editor trap. :P

Quote from: Pumaman on Mon 27/08/2007 22:20:15
QuoteAlso, when loading an Enhanced Savegame (from Windows), the game started in the default room, then faded out, then I got this error:

Hmm that's very odd, did you save the game when playing the same EXE file that you registered to load it?
Ah, found the problem, I loaded a savegame when running the game from AGS. Didn't know the EXEs were different.

Quote from: Pumaman on Mon 27/08/2007 22:20:15
QuoteAlso, when registering the game onto the Games Explorer, the game now gets added twice, (if it's relevant, I used custom boxart for it) and only one is removed when unregistering.

Are you sure it's getting added twice, or is there just an entry already there from a previous attempt? Did you import your game twice from 2.72, for example? Whenever you start a new game or import a 2.72 game, a new ID is generated for the game, and it's this ID that is used to identify the game in the Game Explorer.
Dammit, you're right, looks like I left an entry lying around. Sorry for the mistake. :)

Is there any way to get the GUID that AGS uses to register the game for us advanced users that want to add more to it? (custom shortcuts for example) ;)

Quote from: Pumaman on Mon 27/08/2007 22:20:15
QuoteAlso, being able to provide your own savegame extension worries me since there's no standard so conflicts may arise in the future (multiple games using the same extension). I think it'd be better if the editor generated its own extension. (for example, from the game name, so a game named "Lots of Stuff" would get savegame extension ".LotsofStuffSave" since games having the same name is much more unlikely)

Well, the editor does default the save game extension to the game name. I don't think it should prevent people from changing it if they want to, though.
That's true. It only defaults the save game folder though, the extension is left blank. (and brings up an error if you leave it blank)

Quote from: Pumaman on Mon 27/08/2007 22:20:15
QuoteThe only disappointment I have is that the editor will no longer run under linux.   I know that theoretically .NET apps can run under MONO but the little I've read on the subject suggests to me that it isn't as easy as it sounds and that it is unlikely to occur unless fair effort is made in this regard. 

Well, as I've said before in theory the use of an interpreted language like .NET should make it easier to run on other platforms, once their interpreters catch up.
Well currently AGS seems to be beyond Mono. I tried installing Mono for Windows and running AGS2.8 on it and... nothing happens. Absolutely nothing.

If it helps, I ran AGS2.8 through the Mono Migration Analyzer and it brought up this. Might give you a guideline if you wanna aim for future Mono support.
#51
Problems importing games:

One of them seems to get permanently stuck in "Importing game...". The other one brings up the following error in the output window: (which made me notice: the Output window needs a Copy button to copy error messages, and errors should be clared after loading a new game)

QuoteThere was an error saving the script for room 2: Room file is from an old version of AGS and cannot be processed

Although the game still loaded, but when selecting room 2:

QuoteError: Could not find file 'D:\Jogos\AGS28\The Legacy Lo\room2.asc'.
Version: AGS 2.8.0.9

System.IO.FileNotFoundException: Could not find file 'D:\Jogos\AGS28\The Legacy Lo\room2.asc'.
File name: 'D:\Jogos\AGS28\The Legacy Lo\room2.asc'
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   at AGS.Types.Script.LoadFromDisk()
   at AGS.Types.UnloadedRoom.LoadScript()
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.CommandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Problems with Vista integration:

When there's something wrong with the boxart, a "Unable to load custom icon" error comes up in the Output window. The message should probably be changed for clarity.

Also, when loading an Enhanced Savegame (from Windows), the game started in the default room, then faded out, then I got this error:

Quote---------------------------
Adventure Game Studio
---------------------------
An error has occurred. Please contact the game author for support, as this
is likely to be a scripting error and not a bug in AGS.
(ACI version 2.80.932)


Error: RunAGSGame: unable to load new game file 'ac2game.dat'

---------------------------
OK  
---------------------------

Also, when registering the game onto the Games Explorer, the game now gets added twice, (if it's relevant, I used custom boxart for it) and only one is removed when unregistering.

I also noticed when registering games (though it also happens without it) that if the game is run from the command line with a non-exact filename (eg. "test" or "test.exe" instead of the correct "Test.exe"), the game still runs but comes out with this error:
Quote---------------------------
Adventure Game Studio
---------------------------
You must create and save a game first in the AGS Editor before you can use
this engine.

If you have just downloaded AGS, you are probably running the wrong executable.
Run AGSEDIT.EXE to launch the editor.

(Unable to find 'ac2game.dat' in D:\Jogos\AGS28\Test\Compiled)

---------------------------
OK  
---------------------------

Also, being able to provide your own savegame extension worries me since there's no standard so conflicts may arise in the future (multiple games using the same extension). I think it'd be better if the editor generated its own extension. (for example, from the game name, so a game named "Lots of Stuff" would get savegame extension ".LotsofStuffSave" since games having the same name is much more unlikely)

Also, isn't it about time for the File menu to get a New option? :P (instead of always requiring an editor restart)
#52
Quote from: RickJ on Mon 20/08/2007 03:16:39
Here is the error I get using beta-7 on a WinME machine.  Yes, .NET, was installed downloaded directly from M$ and then installed.   

When I start the editor and select "default game" from the new game wizard.   The "Start"  page is displayed and then the error box pops up displaying the following text.  If I click the OK button I am returned to the open game dialog box.  If I click continue there then the editor exits.

Quote
There was an eror creating your game.  The error was: Feature requires Windows NT

Error Details: System.PlatformNotSupportedException: Feature requires Windows NT
   at System.IO.FileSystemWatcher.StartRaisingEvents)_
   at System.IO.FileSystemWatcher.set_EnableRaisingEvents(Boolean value)
   at AGS.Editor.EngineCommunication.ResetWithCurrentPath()
   at AGS.Editor.RefreshEditorAfterGameLoad(Game newGame)
   at AGS.Editor.TasksLoadgameFromDisk(String gameToLoad, Boolean interactive)
   at AGS.Editor.GUIController.ShowNewGameWizzard()

Hmm, it seems like AGS is trying to check file attributes only available in NT systems (eg. the LastAccess date).
Maybe CJ is being secretly paid by Microsoft to subliminally convince people to upgrade their systems? :P
#53
Quote from: lowesalex on Wed 15/08/2007 08:18:51
I got that the ine interaction editor is gone in this 2.8 version,but what is the main reason?or(maybe I didn't get it)maybe there is an alterantive way which isn't documented yet.
I don't see a reason way I should use the scripting tab when wanting to make simple click and text newbie games while advanced scripters say grate editor go on.]
But as I said before I might be wrong so correct me if I am wrong :).
In other words could thiere be in rooms > "room nubre >event editor 
a drop down columb which gives you the basic interactions ?
for example:I paint a hotspot  and click on events button then we see  three columbs ,one represents the interation name(which exists) the second is the drop down option and clicking the triangle shows me option like writing message ,animation,etx, and the last will be the scripting opton or alternative is the interaction editor  ::)

Thanks

Well simple interactions should become simple lines in scripting. ;)

I think the problem with the Interaction Editor was that it was becoming obsolete and very hard to update, so CJ scrapped it for now. Maybe we'll get a new one later. For now, interactions from 2.72 and former get converted to scripts in 2.8.
#54
Ohhhh, really like the Enhanced Save Games.

Quote from: Pumaman on Tue 14/08/2007 19:12:14Yeah, the Developer Website (and Game Description) are rather strange, since the Game Explorer asks you for that data, but then doesn't seem to do anything with it. Perhaps they'll use those fields in Vista SP1 ;)
Yeah I've read that the Game Description will be added later (probably because the current Games Explorer has no room for it :p) but the Developer Website link should work, since other games use it:

Quote from: Pumaman on Tue 14/08/2007 19:12:14That's a good point. It will still work, but Vista does some "backwards compatibility" stuff involving creating a fake Program Files folder in your User directory and putting the files there instead, which is all rather messy. I'll have to think if there's an easy way to handle the game setup in this context -- perhaps I should move the settings to the registry.
Or you could just store it in ProgramData or AppData (the former for universal settings or the latter for user-based settings) like most games do. The AGS Game Utility could use a redesign anyways (post-AGS2.8 ) since it's become rather lacking and cluttered with time.

Quote from: lowesalex on Tue 14/08/2007 22:15:22
I thoght I won't see the day when I come back to the AGS community :) (your a grate bunch !).

Anyway to the topic:
I was searching and searching for the interaction editor?was it obselite or am I not finding it anymore(or did AGS turn only to scripting while I was away ???).

Cheers Chris,keep up the good work!
The interaction editor has been removed in AGS 2.8.

Quote from: GarageGothic on Tue 14/08/2007 22:23:13
Thanks. The game_start thing can probably be worked around in some way (by adding some extra code to the on_event(eEventRestoreGame) script) - currently I write the RawTime to an external file in game_start to be able to monitor the time of the current play session across restores.

The help file (as always :)) clarified things a great deal. I only have one last question - not necessarily to CJ but to any Vista users: Does Game Explorer display the entire content of the save game folder or only the actual save game files?
It'll show whatever you stick in the Save Games folder.

Edit: Forgot image, d'oh!
#55
As a fellow Vista user, I really appreciate the built-in Games Explorer support. :) It sure is much easier than manually having the installer integrate the game by itself. However, the Developer Website field doesn't seem to work, since I don't get any link on the Developer Name, regardless of what URL I put in it. Also it'd be nice if we could add our own "boxart" like other games have, since they're easier to make than fancy icons.

I also remembered, given that Vista doesn't like having programs writing into the Program Files, how will the AGS Game Settings utility work?

Also, there's a bug with room importing. If you import a room with a non-standard name (not in the roomX.crm format), the game will stiull import it but not find it later on since it'll keep looking for roomX.crm.

As for some more crazy feature requests:
- Could you add some shortcuts to the tree view, for example, the Delete key to delete selected items and clicking on selected items to Rename them? (it's just how I instinctively do it before I remember I have to do it through the context menu)

- Some kind of built-in sound import. By this I mean being able to add music/sound/speech straight from the editor, instead of having to copy and rename them manually through Windows Explorer. Having them show up in the treeview and play them from there would also make them easier to reference during scripting.
#56
Yeah I can see an assistant coming handy with AGS 2.8's more "experienced developer" feel, we just don't want it to step on anyone's toes like Cuppit did. :P
#57
Quote from: Pumaman on Sun 05/08/2007 15:00:13
Hehe, I was wondering what the reaction to Cuppit might be ;)

Really he's a placeholder because I'm no graphic designer -- I like Misj's although he does look a bit scheming and evil!

Obviously we can change his visual appearance if someone would like to contribute a new sprite for him, but overall do you think that what he's saying is useful for beginners? I think it also needs an option to turn him off permanently for experienced users.
Shouldn't that be what the "Stop bugging me" button does? If you've seen a hint once, you don't need to see it twice. Hopefully. :P

And not only do I like the look of Misk's Cuppit, I also like his design. The hint looks professional and unintrusive, while the current one could get in the way, since it doesn't move and can get on top of options.
#59
Woo, month-long ressurection. But it's my topic. :p

Just wanted to ask you scripters out there, what do you think would be the simplest way to provide "custom controls" (like comboboxes, spinners, etc.) in a module? Simplest for users of the module, of course. :)

Quote from: Sinsin on Fri 18/05/2007 20:54:39Here is an idea with sliders

Couldn't you just have something like onSliderChange { ButtonScientist.Graphic = Slider.Value } ?
#60
Quote from: Rui "Trovatore" Pires on Sun 10/06/2007 23:12:23
EDIT - Finally, in the Game Settings thingy, many of the options are in bold, and many of the options are in regular font (I mean the ones the go "True" and "False"). Is there a reason for this? Or is this "boldening" random?
Properties Editors show in bold any properties that have been changed (non-default).
Quote from: Alliance on Mon 11/06/2007 15:55:52
Is it Linux and Mac compatible yet?
If not, I suppose I'll have to still use WINE for the time being.
That's up to the Mono team, you'll have to test it yourself: http://www.mono-project.com/
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