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 - TheVolumeRemote

#21
Quote from: Crimson Wizard on Wed 05/06/2024 08:49:57Do you get any messages like that?

Hey CW and @Khris thanks for you help! I just now tried Khris' idea, adding AGS to the exclusions list and unfortunately it didn't work. Here is a screen grab of me creating the template and trying to launch it because it does throw up multiple errors. Meanwhile I will upload a copy of the template and PM you with it soon :)

https://www.dropbox.com/scl/fi/zuajv6h5h1c73bvjq7al0/template_example.mov?rlkey=62ocoozqsjryffj20d6bmkjfy&dl=0

Edit: Here's the 3 errors it throws up if you wanna skip the video (thought seeing the order of operations might help but its probably more superfluous)

1st error
Screenshot-2024-06-06-at-4-27-08-PM" border="0
2nd error (this is the one I put in code brackets in the OP)
Screenshot-2024-06-06-at-4-27-20-PM" border="0
3rd/final error
Screenshot-2024-06-06-at-4-27-30-PM" border="0

#22
Hey everyone! So, within the editor I created a template of my game. I then quit AGS, launched it again and tried to create a new game from my template and this is the error I'm getting:

Code: ags
Error: The process cannot access the file 'acsprset.spr' because it is being used by another process.
Version: AGS 3.6.1.24

System.IO.IOException: The process cannot access the file 'acsprset.spr' because it is being used by another process.
   at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive, Boolean throwOnTopLevelDirectoryNotFound, WIN32_FIND_DATA& data)
   at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive, Boolean checkHost)
   at AGS.Editor.GUIController.CreateNewGame(String newGamePath, String newFileName, String newGameName, GameTemplate createFromTemplate)
   at AGS.Editor.GUIController.ShowNewGameWizard()
   at AGS.Editor.GUIController.ShowWelcomeScreen()
   at AGS.Editor.frmMain.frmMain_Shown(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnShown(EventArgs e)
   at System.Windows.Forms.Form.CallShownEvent()
   at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbacks()

I've tried the following:

- Restart computer
- Run AGS as Admin
- Remove backup_acsprset.spr before creating template
- Checked task manager to make sure no instance of AGS was running
- Tried creating and loading the template on another PC with even more memory
- Changed the templates save path from the default C:\Users\me\AppData\Local\AGS\Templates
To where the preset templates are stored C:\Program Files (x86)\Adventure Game Studio 3.6.1

I'd appreciate any tips or help with this, thank you :)
#23
Quote from: eri0o on Tue 21/05/2024 10:46:48I am playing with a library called dylib...

Just wanted to offer my weekly words of encouragement and gratitude! I hope you're doing well eri0o, and that you had safe travels :)
#24
Quote from: eri0o on Mon 20/05/2024 00:18:17There's a lot to do still, and during this week I will be traveling for work, so I will only touch it again next weekend.

I'm just here to wish you safe travels, thank you again for your work on this and then, I don't know. I set this up like I had a third thing... let's see... okay you said you needed to find that magic so I will do 2 things, 1, recommend you sleep bc that worked last time and 2, I'll offer a firm but supportive tap on the back that says "I believe in you!" :)

and it's true, I do. and I wish I could help more directly but will at least be here for moral support!
#25
Quote from: eri0o on Thu 16/05/2024 23:16:57Just to keep this updated...

Thank you for the update eri0o, I've been checking in to see how it's going. I'll keep an eye on the plug-in forum this weekend and please let me know if there's anyway I can help. I really appreciate you :)
#26
Quote from: eri0o on Mon 13/05/2024 01:46:22I have to sleep now.

Edit: sleeping is great

This made me lol, I love a good sleep induced breakthrough. Thank you for all your immediate hard work on this, I guess I'll be the guy on the sidelines holding out water bottles to you as you sprint past!

Just wanted to add I think it's a good choice to focus on the main functions like SetAchievementAchieved, I suspect that like myself, most people will only use those few basic functions. Some of the other functions were perhaps outside of the needs of most adventure games.

Regardless, I'm super grateful for you and thank you for working on this for all of us :)
#27
Love a good plan! I don't have a GOG dev account but I will bump up "Submit game for GOG approval" to the top of my priority list and if I'm accepted, (and I might not be,) I'll report back and see how I can help you help us, with GOG portal access. And if anyone who's already on GOG sees this, please jump in so AGS can have an updated solution for store achievements going forward!

Meanwhile thank you SO much for stepping in to save the day, please lmk if I can otherwise help and you still got 1 dinner, on me, when you want it :)
#28
Thanks for your help eri0o, I must admit it was cathartic to hear you vent about the state of this plugin because it's a crucial element for commercial releases and yet it doesn't seem to have been given very much love. The DLL's are scattered about, as are the Linus & Unix files, there's a "AGSteam-debug-exe" program that I'm still not sure what its purpose is, and scanning posts in the forums slowly provides some answers but nothing comprehensive and there's no organized source of information on the plug-in (besides the wiki which is great for using it in the editor but doesn't help with setting it up).

Basically as you said, I was also thinking it was kind of bonkers that such a crucial element to commercial games has been existing with almost no clear instructions and surviving off of duct tape and zip ties since it was last touched 6 years ago. Like, I still feel like I'm missing something obvious bc how are people even using it lol

Anyway thank you so much for giving this some time and for helping.

I did try to put libagssteam.so in the Editor/Linux/lib64 folder and to compile, but I got the same error "Linux: plugin libags2clientstub.so not found for any arch"

Luckily I've still got 2 months before I release my game so fingers crossed I can provide a Linux (and Mac) build with achievements by then and hey, if you have Ko-Fi or a Paypal or Venmo, lmk what it is, id be happy to buy you dinner for your help with this :)

Edit: fwiw here's a roundup of all the files I was able to gather. I have the DLL's in the editors root folder and within the editor, AGSteam and AGSgalaxy are disabled and AGS2Client is enabled https://www.dropbox.com/scl/fi/b3jwwjrctke4zpzb3zvnf/ags2client.zip?rlkey=y1o1nqbx5c7xjhanw0z9k9cbi&dl=1
#29
Thank you CW. I will leave the .DLL plugin files in the main "Adventure Game Studio 3.6.1" folder (the editor's folder not the projects).

For the plug-ins themselves I have:

Code: ags
Galaxy.dll
steam_api.dll
AGSteam.dll
AGSteam-disjoint.dll
ags2clientstub.dll
agsgalaxy-disjoint.dll
agsgalaxy.dll

And I gathered them from different places under the impression that if want to build for GOG and Steam, I need AGSgalaxy, AGSteam and then AGS2Client to manage both of them using 1 unified build. I couldn't find all 3 components in 1 location so I got files from:

https://github.com/monkey0506/agsteam/releases

https://bitbucket.org/monkey0506/ags2client/downloads/

https://bitbucket.org/monkey0506/ags2clientstub/downloads/

And cherry picking I was able to get the 3 plugin's I think I need (AGSteam + AGSglaxy, controlled by AGS2Client). But I don't know why the Linux build throws up that error.

Considering how important AGS2Client is, it's really hard to find straight forward instructions on how to set it up- so if anyone out there sees this and knows how to use it for GOG and Steam, I would pay real life money for a tutorial to share with the AGS community! (And I'm aware of the wiki which is wonderful for understanding the functions but I can't find a lot of clear help for setting it all up)

Shorter term, any help with this Linux error I'm getting would be greatly appreciated :)
#30
Quote from: eri0o on Sat 11/05/2024 01:04:37The libsteam_api and steam_api files are from Valve themselves, I believe you may need to update these with whatever you download from steamworks - their API is usually backwards compatible.

Okay so I have
Code: ags
Linux
libsteam_api.so
libagsteam.so
OSX
libsteam_api.dylib
agsteam.dylib 

which you're referencing in regards to updating them. Where do I put these files, I thought they went w the compiled executable but it sounds like I need them to compile the executable?

Edit: I put the linux .so files in the AGS 3.6.1\Linux\lib folders (32 and 64 respectively) and tried to compile and got the same error. not saying I was supposed to do that, only that I tried it :)
#31
Hey Eri0o, thanks for helping!

Yes my Linux (and OSX) build is intended for Steam and GOG. Prior to installing the AGS2Client plugin, my Linux (and Mac/Data) build compiled and ran no problem.

I'm not compiling for Android (at the moment)

I'm using 3.6.1-23

The AGS2Client repo on Git has these files for the Linux and Mac
Code: ags
Linux
libsteam_api.so
libagsteam.so
OSX
libsteam_api.dylib
agsteam.dylib 
But I thought they went with the compiled executable and for the AGS2Client plugin itself to work w AGS I just need the DLL files that I used to enable the plugin. (Not sure though)

I'm also not sure if the missing .so file that causes the error is self-generating but I can't find it anywhere, not in my local files and not even online anywhere (which makes me think it is self-generating and that I'm missing something to make that happen?).

#32
thank you so much for your help @eri0o I really appreciate you :)
#33
I've recently installed the AGS2Client plugin's and I can no longer compile the Linux build due to this error
Code: ags
Linux: plugin libags2clientstub.so not found for any arch
I haven't been able to find that file locally or online and would greatly appreciate any help.

It was a little tricky finding all I needed for the AGS2Client plugin, I suspect I'm both missing some files and am using superfluous files but alas, here are the DLL's I have in my AGS 3.6.1 folder
Code: ags
Galaxy.dll
steam_api.dll
AGSteam.dll
AGSteam-disjoint.dll
ags2clientstub.dll
agsgalaxy-disjoint.dll
agsgalaxy.dll

I currently only have AGS2Client enabled because I believe this is correct (if I want to produce a unified/joined build for both GOG and Steam). I'm also wondering if this is correct.
Image-5-10-24-at-5-33-PM" border="0

thank you for any help :)

Edit: I've found these files in Monkey's repo for Mac and Linux (both of which I have ports to) and I assume they go with the executable file but I'm wondering if they should also go in the AGS folder?
Code: ags
 Linux
libsteam_api.so
libagsteam.so
OSX
libsteam_api.dylib
agsteam.dylib 
#34
certainly! fingers crossed Im not about to find out Im boneheaded and missed something obvious! of course if that was the case it would less work for you guys so hey, either way lol

keystoreerror2" border="0
#35
I'm attaching screenshot of how I filled it out (sans name and PW). I also tried creating a dummy .jks file but it doesn't want an existing file with the same name. On AGS 3.6.1.23-P1

the file path I directed the generator to was
Code: ags
C:\users\me\keystores\thephantomfellows_keystore.jks

Code: ags
Error: Value cannot be null.
Parameter name: path1
Version: AGS 3.6.1.23

System.ArgumentNullException: Value cannot be null.
Parameter name: path1
   at System.IO.Path.Combine(String path1, String path2)
   at AGS.Editor.Utils.AndroidUtilities.RunGenerateKeystore(AndroidKeystoreData d)
   at AGS.Editor.GenerateAndroidKeystore.buttonGenerate_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.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)

keystore-error" border="0
#36
Quote from: Crimson Wizard on Fri 19/04/2024 19:27:03Alright, I have a seeming success

What a wonderful thread to wake up to! Thank you so much CW, I would very much appreciate a link to the build when it's ready and will get right to testing it :)

As it stands the tweaked font @Khris  kindly made for me works... enough! If not for this news I would have spent a few hours gently adjusting some GUI labels bc the tweak works if the font is adjusted to 10pt instead of 8 so long story short, it would have gotten me across the line but with your update to the engine it perhaps won't be necessary. Thanks to all involved!
#37
@Khris thank you so so much for the font, I'll let you know if it works but regardless I really appreciate you taking the time to do that, incredibly kind of you :)

@Crimson Wizard thank you for your help!
"Quick Save" is indeed a GUI, normal gui (height 25, width 75) with a label for the text (height 27 width 76).
The GUI Clip setting in Visual settings was set to False, I did try it on True and nothing changed, but it was False and n/a  over in 3.5.1 where the font is working.

I'll try Khris' font first thing in the morning and if that doesn't work I may stay on 3.5.1 for now, but when beta testing concludes I'll try your very creative solution bc I do want to try the Android compiler and audio pause/resume features in 3.6. Either way I appreciate you so much and lmk if I can be of help w this issue in anyway. Thank you :)
#38
Apologies for being vague @Crimson Wizard ! The issue with font being cut off is only happening in 3.6, including latest release 3.6.1.23-P1. The font and issue was not present in 3.5.0-27 and 3.5.1-27 which most of my game has been developed in.

If I change nothing with the font settings it is cutoff. Following @Laura Hunt 's suggestion to turn the TTF adjuster to Nothing unfortunately makes it much worse (thank you for trying to help Laura, I appreciate you!).

In 3.5.x I had my LineSpacing at 16, changing that in either direction in 3.6.1 doesn't help. In 3.5.x my vertical offset was set to 0. In 3.6.1 I can get the font to display without being cutoff if I set it to 2, but then the font is much too low and will not center in any of the GUI buttons (I assume the ideal outcome would be default settings from 3.5 would work in 3.6).

Lastly, the font is only cutoff in GUI's, especially/consistently in Display like, text banners. The problem doesn't arise in normal speech boxes.

I'm attaching example screenshots and a link to download the font I'm using- I have notifications on so if you have any follow-ups or if I can help you help me, I will be quick to respond. Thank you :)
Download the Font

what it looks like in 3.6.1
Screenshot-2024-04-17-at-6-29-03-PM" border="0
Screenshot-2024-04-17-at-6-29-31-PM" border="0

what it should look like
Screenshot-2024-04-17-at-6-54-44-PM" border="0
Screenshot-2024-04-17-at-6-53-45-PM" border="0
#39
I'm currently in a rabbit hole trying to figure out what to do about 3.6 chopping the top of my text off in GUI's, which isn't an issue for me in 3.5.1 and I feel bad starting a thread about it so @Crimson Wizard can I ask, is this still a known issue? I'll be finishing my current game in 3.5.1 but will use the same font in the next one and I see it's still getting cut off in 3.6.1.18 RC and the latest beta and wanted to half bring it to attention and half see if it's being addressed, so that I can use 3.6x in the future. Thanks for any insights :)
#40
@AndreasBlack thank you so much for the compliment and that's super kind of you to try to help! I appreciate the tip, on my end because the player can switch between 2 playable characters at any time, the solution I need has to work (afaik, i'm not great at this) in Repeatedly Execute, so something like this- is great advice- but I don't think it'll work in my case bc rep_exe :)

thanks again for your time and advice!!
SMF spam blocked by CleanTalk