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Messages - smiley

#61
Since RC1 broke the plugin, here's a new (earlier than planned) release.
Besides the compatibility issue, it's now using an audio library called irrKlang for all audio formats expect midi and voc (btw. is anyone using voc?).

@ProgZmax:
Should both be fixed now.
#62
@VK Dan:
Thanks for reporting. Didn't happened in my tests, but it should be fixed now.

@subspark:
Nice icons! Thanks a lot.

@Rui
Done. Next releases will maybe also come as a bundled installer or will include an integrated downloader/installer. The next release's going to use irrKlang and doesn't need additional codecs.


As Dan suggested, the plugin now allows you to view music/sound/speech files separatly by double clicking the nodes. The library is only displayed in the all files section or if you activate it in the options menu (right click on Audio->Options->Always show library)
#63
Thanks for the feedback!

@KhrisMUC:
Right, somehow I forgot to change that. In the new version the row is selected on right-click.

@VK Dan:
1.
You probably need this DirectShow filter for ogg files:
http://www.illiminable.com/ogg/oggcodecs_0.71.0946.exe

2.
I can't reproduce the error message, but it should be fixed now.

3.
Yeah, the filter was a bit too sloppy. It's stricter (but not perfect) now.
#64
The Media Manager editor plugin allows you to manage your audio/video files from within the editor.
Discontinued
#65
Code: ags
while (tempsyn.Contains(".") != -1) 


Contains returns the position of the string or -1 if it didn't found it.
So the while-condition will only be false, if the string is at the first position (==0).
#66
Thanks a lot! Works fine so far.
#67
Quote from: Pumaman on Sun 07/10/2007 18:11:17
At the moment you can't access any of the game data, so part of my question is what you want to be able to access and in what way you might want to change things from a plugin.

I'm working on an audio file manager plugin (AGS.Plugin.AudioManager.dll), so it would be nice to have access to:

1)
The name of the game folder.
(As a workaround, the plugin reads the registry key "RecentPath0".)

2)
The script name of the characters.
(It gets the names from "Game.agf", which of course isn't updated when the user changes the name/adds a character)

3)
The script files.
(For some kind of "Search usage of file in script" feature.)
#68
Quote from: SSH on Sun 14/10/2007 15:44:18
Quote
The working directory should effectively be the Compiled folder. Commands like File.Open should be redirected to pick up files from there.
Definetaly NOT the case

Do you use a listbox to search for the files?
Because it looks like ListBox.FillDirList still uses the game folder instead of the Compiled folder.

EDIT:
the same:
DynamicSprite.CreateFromFile
DynamicSprite.SaveToFile
#69
You have to ask W-D40 to scan for ships.
#70
QuoteFixed PlayVideo to look in the Compiled folder when running under debugger
Thanks a lot!

But I think, I was too unprecise about "File.Open" and "PlayMP3File".
They are using the folder in which "Game.agf" is instead of the "Compiled" folder.

#71
1)
Got this one, after I tried to add a 31st control to a gui:

Code: ags

Error: GUIMain: rebuild array failed (invalid object index)
Version: AGS 2.8.0.8

AGS.Types.AGSEditorException: GUIMain: rebuild array failed (invalid object index)
   bei ThrowManagedException(SByte* message)
   bei GUIMain.rebuild_array(GUIMain* )
   bei ConvertGUIToBinaryFormat(GUI guiObj, GUIMain* gui)
   bei drawGUI(Int32 hdc, Int32 x, Int32 y, GUI guiObj, Int32 scaleFactor, Int32 selectedControl)
   bei AGS.Native.NativeMethods.DrawGUI(Int32 hDC, Int32 x, Int32 y, GUI gui, Int32 scaleFactor, Int32 selectedControl)
   bei AGS.Editor.GUIEditor.bgPanel_Paint(Object sender, PaintEventArgs e)
   bei System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   bei System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   bei System.Windows.Forms.Control.WmPaint(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


2)
When I start my game with F5, it seems that the working directory for "PlayVideo" is "_Debug", but for "File.Open" and "PlayMP3File" it's the game folder.
#72
When I try to type one of our special letters (äöüàŸ) and autocompletion should be triggered, I get this error:

Code: ags

---------------------------
Adventure Game Studio
---------------------------
An unexpected error occurred. Please note down the following information and contact CJ.

System.ArgumentOutOfRangeException: startIndex darf nicht länger als die Länge der Zeichenfolge sein.
[startIndex may not be longer than the length of the string]

Parametername: startIndex

   bei System.String.InternalSubStringWithChecks(Int32 startIndex, Int32 length, Boolean fAlwaysCopy)
   bei AGS.Editor.ScintillaWrapper.GetPreviousPathedExpression(Int32 startAtPos)
   bei AGS.Editor.ScintillaWrapper.ShowAutoCompleteIfAppropriate(Int32 minimumLength)
   bei AGS.Editor.ScintillaWrapper.OnUpdateUI(Object sender, EventArgs e)
   bei Scintilla.ScintillaControl.DispatchScintillaEvent(SCNotification notification)
   bei Scintilla.ScintillaControl.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
---------------------------
OK   
---------------------------


Additionally these letters are disappeared, when I reload the script.


#73
AGS_MAX_GUIS is always the maximum number of GUIs, you can possibly have in your game (so currently 50).

Quote from: RickJ on Thu 23/11/2006 23:55:55
Have I missed something [...]?
Yes, "Game.GUICount"  ;)
#74
Do you use 2.72 Final instead of Final 2(the official release)?
Because of:

Quote from: Pumaman
Changes from Final to Final 2:
[...]
* Rebuilt ACWIN.EXE without compression to fix icon replace corrupting the file
[...]
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=24521.0
#75
Put the icon inside the "compiled" folder, so it will be included in the installation.
Define the icon by putting this:
IconFilename: "{app}\NAMEOFTHEICON.ico"
in the definition of the desktopicon.


But if you already did this, try to test if your windows can display that icon:
Create a shortcut and change its icon to yours.
#76
Did you set the "WorkingDir" parameter in the "Icons" section?

For example:
[Icons]
Name: "{group}\startmenuedir"; Filename: "{app}\appfilename"; WorkingDir: "{app}"
Name: "{userdesktop}\appname"; Filename: "{app}\appfilename"; WorkingDir: "{app}"; Tasks: desktopicon
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