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Topics - rmonic79

#21
Guys i encountered this problem sometimes with some people, the game is out with 3.4, can you help me to understand what is cfg problem? (I'm not be able to reproduce this issue, it always worked for me)

Following a thread received today on steam by a user buyer:

I've just bought the game today and unfortunatly found myself being hardly able to start it. It's working in windowed mode with 1280x720p, but that's less than half the fun I find... In fullscreen mode with 1920 x 1080p, the screen turns black, after tabbing out or trying to launch the task manager (both doesn't work though) screen turns white, but that's all that happens. In that situation I can hear some audio but not interact with anything else.
Now you prolly need information on the system itself: Windows 10 x64 with all recent updates installed, Intel i5 7600k sided by 32GB G.Skill Trident Z RGB 3000-CL15 (actually at 2977Mhz) running on on a Asus TUF Mark 2 mainboard, Asus ROG Geforce GTX 1070 Strix 8G with nVidia driver version 388.71 being installed.

#22
hi guys there is any fast way to have always system music volume in overlay. I need it for testing purpose.
#23
Hi guys i realized right now that i have problem add speech to phrases said with sayqueued, when i add audio they go out screen in a flash like audioclip is empty. The is a portion of the code
Code: ags


  
    if (value==1)
    {
      
      cVedetta.SayQueued(GetTranslation("&11 ...as I already told you, you're good to go."), aVEDE11);
              
      cContra.SayQueued(GetTranslation("&3 And the shipment? It's the tally we be agreed on?"), aCont3);
      cVedetta.SayQueued(GetTranslation("&12 Twen'y crates good to go!"), aVEDE12);
              
      cContra.SayQueued(GetTranslation("&4 We don't be havin' room onboard for that many!"),  aCont4);
      cVedetta.SayQueued(GetTranslation("&13 Rest easy!"), aVEDE13);
             
      
      cVedetta.SayQueued(GetTranslation("&14 You'll be gettin' them all within the week!"), aVEDE14);
              
      cVedetta.SayQueued(" ");
      cContra.SayQueued(" ");
    }
    
#24
Hi guys i noticed that with music drop everytime there is a wait or a pause in a dialogue the music goes up and down that result in a bad clipping effect.
Do you know a way to make a drop continuous when a dialogue is running? I would like maybe to make a function that refers to all dialogues that everytime i'm inside them the soundtrack drop down until stop.
#25
guys i had no problem to set a variable with an if on  if (event == eEventRestoreGame)
now i'm tryng to make a counter on single restore event to unlock an easy mode after certain amounts of deaths but it go back to previous value.
any suggestions? (it works storing the value in a file but i would like to know if there's a better solution.)
#26
Guys i made a lot of work with chronicle of innsmouth to prepare it before for dubbing. i made english the main language to make it easier to translate.
i have this line of dialogues where a character change name  two different times. but on the first line it doesn't get translated stuff, instead the second line works fine. i've checked the trs and it is all ok, to make sure that is not it i added two spaces at the end of string, updated the trs  and writed translation under the new line at the end of file and it continue to not work. Help please

Code: ags

Ego: &100 He is too busy staring at that train.
Ego: &113 Or maybe he's just awfully rude, one or the other.
      cUvaligia.Name = "awfully rude guy and/or attracted by train guy  "; //FIRST LINE
      enableguipersonal();
stop


@2
Ego: &113 Or maybe he's just awfully rude, one or the other.
 enableguipersonal();
stop


@3
option-on 4
option-on 5
option-on 6
option-off-forever 3
Uvaligia: &2 Yes, the next one arrives in forty-six minutes.
      cUvaligia.Name = "definitely attracted by train guy"; //SECOND LINE
option-on 19      
return
#27
Hi guys i'm having big problems.
First of all if i numbering speech dialogues and translation doesn't works anymore.
On the other side the core language of the game is Italian but the voice act will be in english so i need to create a voice script from english translation and not from main language of the game. Is it possible?
Thanks for your time.
#28
Hi guys someone experienced it, just in case what assets you used for it?
#29
Hi Guys, we released our game and we had some request to translate it to languages other from english. I have one question maybe it has a simple solution but i  didn't find it yet so it's better if i ask you.
The game was written entirely in italian and the translated file is english. Now, all other translators need to translate from english. Is it possible to make a trs file that had english instead of italian to translate?
#30
Hi guys we have a big issue with our game. We are trying to keep the volume of sounds and music in relation to each other when we raise or lower the value of the slider. To be clear if i assigns a sound to an audio channel at volume 80 when the slider is at its maximum (let's say it's 100), lowering the slider to 80 i would like to have the sound at 64 (which is 80% of 80) while now it wiil be 100%.
We are using percentage of slider in rep exc Always but is very tediuos and there's a lot of code to write room by room and sound by sound.
Anyone know a better solution for this?
#31
Hi guys is it possible to Pass audioclip as parameter inside functions? The editor says that i can pass struct as parameter.
#32
hey guys can someone help me with this crash?



the characters are looped and when they reach certain position they get to start and use addwaypoint again, the game freeze after a minute or near it.
#33
Hi guys everyone knows if there is a way to not invalidate saveame after adding a new fx or music files?
(i'm making all game sounds and but i need to calibrate them continuosly and some point of the game are difficult to reach starting not from the beggining)
#34
Hi guys we have this issue using queued speech module. Anyone have a solution?
thanks
#35
Hi guys we're tryng to make a pause for our game that block everithing including music, animations, dialogues, etc. and start them again on release, but, we didn't manage to do it in a proper way. For example the music stop and go works only with wav file.
Any suggestions?
  By the way pause and unpausegame doesn't stop music and rep_always stuff
    edit: and fade in out of rooms, first load  and room load things... we're even tried to make a quick save and restore it on unpause but we cannot save in rep  always
  p.s. we are using 3.4 alpha.
thanks :)
#36
Hi guys i'm using 3.4 and i didn't understand how to get the light level of a characters that use Setlightlevel()
thanks ;)
#37
Hi guys we need some help :)
we are making an inventory window DOT style with the cursor get the image of the inventory items but returns normal when over a gui and viceversa. The problem is that we need to restore the center of the normal cursor and get and restore the center of the inventory image in runtime and i didn't find the right function to do it, any help?
#38
Hi guys, we have a big problem, if you change something in the code you are not allowed to restore a savegame made before. Our game will be out on steam and we would like to make an update after release without invalidate the savedata of the players. Is it possible?
#39
Hi guys we are wondering if there's a method to create and write a Pdf or an epub file in runtime without stop the game.
I know it's a strange question but if someone could help we will be grateful a lot. :)
#40
Hi guys, we have some problems with video in full screen (only sound, no video with vmw,mpg,mp4,avi,mov). Only ogv format works but have heavy slowdown during reproduction. Any suggestion?
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