Ok, I fixed it, I just hope I didn't screw up anything else in the process..

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Show posts MenuQuote from: Snarky on Thu 18/07/2013 10:45:25
Another bug. This one crashes the editor (well, it keeps running, but I can't save the project, it just makes it crash again):
Quote from: cat on Wed 17/07/2013 11:17:29
Jack Trekker
... I'd just have expected more puzzles, for example somehow deciphering the hieroglyphs or stuff.
Quote from: Khris on Fri 12/07/2013 09:00:06Yes, can I put them in your purse?
Do you want to take of your glasses before we start?
Quote from: cat on Wed 10/07/2013 10:17:46So I looked a bit at the code. To quote CJ's comment inside:
One general thing I noticed is that the Intellisense is still buggy.
The cache is neither reliably refreshed when saving nor when compiling and sometimes it's also wrong. For example, when I have a function oMyObject_Interact inside the function Intellisense doesn't show me oMyObject but only all function names that start with oMyObject. It happens only sometimes but it's really annoying. However, I remember I had such problems also with older AGS versions.
Quote from: Snarky on Thu 11/07/2013 00:07:18I tried to reproduce your issue, but couldn't. I tried various crazy things but the scripts always appeared as new tabs on the big window.
The other reason for the screenshot is that I'm having a problem with the docking panels. I've arranged my editor as shown, and I want any scripts, GUIs, rooms, etc. to open as new tabs in the big part of the window when I double-click them in the project tree. However, I find that they very often open new tabs next to the "Output" tab, or new panels below it. This is not consistent, but I don't understand the pattern to it (it's not as simple as them going to whatever panel was most recently in focus). It might have something to do with running the game through the debugger; I also experienced the project tree spontaneously turning into a minuscule floating window that I couldn't interact with.
Quote from: Calin Leafshade on Thu 27/06/2013 13:45:34Ok, so I did a search to try and find the source. I found this: http://blogs.msdn.com/b/etayrien/archive/2007/03/17/foreach-garbage-and-the-clr-profiler.aspx
foreach loops create extra work for the garbage collector because they create extra references. This can be especially problematic in game programming because it can potentially create several thousand new references every second (a particle system perhaps). Also the .NET GC is non-deterministic so you can never be sure exactly when the GC will do its work which can create random usage spikes which can severely fuck with your frame rate, especially in embedded systems like the Xbox360 or a phone.
Quote from: Crimson Wizard on Wed 26/06/2013 22:32:12Yes, I guess you can say that..
tzachs, if I understand you right, what you say sounds like a simplified version of my old suggestion
Quote from: Calin Leafshade on Wed 26/06/2013 23:21:03What? Care to explain that?
Also, beware foreach loops. They have sneaky caveats, especially in game programming.
Quote from: cat on Wed 12/06/2013 16:53:43Sounds good to me..
Ok, what about this: You can use material from the internet like graphics, music and sounds, but have to credit it in-game, even if it was public domain. This way people know what was made by the author and can cast their votes accordingly.
Quote from: cat on Tue 11/06/2013 07:56:34
Ok, changed the rule:QuoteEntries must not use any premade content except published AGS templates, modules and plugins.
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