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Messages - vga256

#81
Thanks CW. I hadn't thought of clipping down other GUIs - I think that's a good candidate for a workaround.

Given how specific my needs are for this project, I'd be hesitant to push for any kinds of changes to the engine/renderer code myself. Having a universal z-order, however, would bring AGS more in-line with other engines like Unity.

That being said, I'm enjoying finding workarounds for all this. The new Viewport system has to be one of the best, and under-utilized, parts of AGS.
#82
I've been building a windowing system for a game I'm working on, and I've got most of the window behaviour worked out. Windows can stack, push to the front, etc.

One very specific requirement I have is that Rooms must be shown inside of windows. For that, I've been using the new Camera/Viewport system that CW designed.
Now, I understand that putting a Room "inside of" a GUI window frame is not the intended use of rooms, but I've worked around that by creating a GUI composed of a window frame with a transparent box inside. Currently, the Room viewport sits inside of the GUI frame, and works perfectly.

The problem I'm having is that, from what I can see, AGS internally renders all GUIs on top of Rooms, regardless of the z-order. There does not appear to be a "global z-order" that sets the stacking order of all rendered GUIs, Overlays, Rooms, Objects, etc. The outcome of this is that when I drag the Room window on top of a GUI, the GUI stays on top. As you can see in the attached image, the file transfer GUI is on top of the Room viewport (correct), but the modem dialer is also on top of the room window (incorrect).

tldr: Can someone think up a workaround that would allow me to push a Room viewport on top of a GUI?

#83
After recently discovering that 3.5.x has had theming for a long time, I decided to port my favourite VS/Notepad++/everything-else theme "Dracula" to the AGS Editor, in time for Halloween! :)



Dracula is meant to be gentler on the eyes than the current AGS VisualStudio Dark theme, using lower contrast highlights and softer background colours. The entire AGS editor has been recolored, including the scripting boxes - with some exceptions, see below.

Please let me know if you run into any strange coloration or visual anomalies. I have tested this with v3.5.0.x.

Version 0.2

Download here.

Installation
1. Browse to AGS Editor -> File -> Preferences -> Color Theme -> Import Color Theme.
2. Select AGS-Dracula-version.json in your downloads folder.
3. Restart AGS.

Known Issues
- Combo Boxes are missing the proper dropdown arrow colour. This bug has already been reported.
- Frames, Panels, Scrollbars, Textboxes, and certain buttons could not be recolored according to the theme, so they remain white. I am assuming these are tied to default Windows System/winforms theming that I have no control over. Please let me know if you've got a workaround.
- Hyperlinks on the Welcome page are not colourized properly for AGS 3.5.0. This problem was patched in March 2021, so recent versions (latest 3.5.1) of the Editor should look fine.
#84
Yep. See my post directly above yours.
#85
Will do, thanks, and will get back in touch when the client is ready.
#86
I'm seeding right now, for anyone that wants to grab a copy.
#87
@Cat - Let me know if you'd like me to do another Mac port of the Awards client this year. I've got some spare time, and an Apple Developer Account this time so the code is properly signed.
#88
Just to let everyone know - GOG changed its Galaxy API this year, which breaks compatibility with AGSGalaxy. I've rewritten the client so it works again, as well as added GOG Overlay support. I'm happy to send in a PR if you're still looking after this repo, @Monkey0506.

Edit: Updated source for the plugin here. No binaries available.
#89
Also streaming at https://www.twitch.tv/vga256
Live right now :)
#90
@Cat - Happy to stream on twitch from my machine.
#91
Engine Development / Re: AGS engine Linux port
Wed 10/04/2019 20:42:33
@Radiant:
I'm using toojays' OpenGL implementation here, applied to the 3.4.15 linux sourcetree. You may also want to build a custom Allegro 4.4.3 library to deal with spazzy mouse behaviour. If you're going to distribute this on say, Steam, you'll also want to update the make_ags+libraries script.
#92
Quote from: man n fist on Sat 30/03/2019 06:08:52

Thanks so much for making a Mac port!

No problemo! It was a team effort - sonneveld and wyz debugged the sockets plugin, and I did the engine/Xcode work. Enjoy :D
#93
Recompiled and it's running perfectly in Linux now. Thanks again! :D
#94
Pretty embarrassing that I didn't catch the     if (System.OperatingSystem != eOSLinux) line in the script XD
This must have been an old script that somehow didn't get updated to the commented version? I don't know how it happened, but nonetheless .. it's now commented out :D

Thank you - I've commented out the line and its matching closing brace, and will recompile with both. I'll update this thread when I see the outcome.
#95
Hi Ali! I'm porting (Chicky's) Guard Duty to Linux and Mac, and I noticed that I cannot seem to get targetCharacter to work in Linux. The exact same code works fine in Mac and Windows, but for some reason Linux seems to be completely ignoring targetCharacter? I've included some videos to document the behaviour -- I was hoping you might be able to point me in the right direction!

The Linux and Mac ports are using v3.4.15 of the AGS interpreter. In Linux we're using Allegro 4.4.3 - the latest version of Allegro (just released a month ago), and an OpenGL renderer. Morganw also tested this out with the Software renderer, just in case OpenGL was causing the problem, and the same problem occurred with software rendering as well.

Some sample videos of what we're seeing:
Expected behaviour (Mac OS X): Camera pans down to knight when mouse hovers at bottom of screen.
Unexpected behaviour (Linux/Ubuntu): Mouse hovers at bottom of screen, and camera does not pan.
Another sample from a different part of the room:
Expected behaviour (Mac OS X): Camera pans down to knight, and you can use the ladder on the knight.
Unexpected behaviour (Linux/Ubuntu): Mouse hovers at the hotspot, but the camera doesn't pan to the knight.

Are there Linux-specific settings that need to be used, or have we missed something coding the scene to make it work in Linux? Chicky's project is using v1.7 of the module.

Thanks so much.
#96
Quote from: monkey0506 on Thu 07/06/2018 01:59:42
It's still a bit of a mess, but I got a working build of a game project (not a real game) running on OS X High Sierra with Steam achievements.

I cloned Janet's osx-nick branch and reused the WEG Xcode workspace files (and the Shivah project files). I tried to figure out how to embed a binary version of AGSteam into the app, but I kept getting an error that the library didn't exist in the final executable. So instead I followed the approach that was already partially implemented by WEG (judging by the project files and the lack of an existing port of AGSteam to Mac), and built the AGSteam source directly as part of the project files. Took a bit of knackering about as I've never used Xcode (or even OS X) before, but it definitely is working.

I will try to make a more detailed post of what I did after I try to abstract it out of the WEG files. ;)

Just want to pass along word that I figured out how to build AGSteam as a dynamic library in Xcode, and link it to my AGS project... just as monkey0506 did. I'll be posting instructions here soon, for anyone interested.
#97
Yeah I know that the 32/64 bit issue for the buildlibs was going to become a problem at some point. Looks like Xcode10 is the first to enforce 64-bit only. Glad you got it figured out.
#98
Just to confirm - today I successfully compiled the buildlibs from the latest osx-nick branch without problems. Are you running Xcode 10? I suspect it's a clang10 issue.

I'm running 10.13.5 and compiling with clang9 on Xcode 9.3 without problems.
#99
Quick update: I have AGS 3.4.1.11 working successfully. I had to modify a few of Edmundo's steps to get it working on my machine. There are many issues with getting it working, thankfully there are workarounds.
#100
Gah, sorry. Back at my workstation now.

To clarify, I meant that I needed to build the libraries properly in the /buildlibs folder, and I had to do it from within the Terminal.
In the osx-nick branch, the /ags/OSX/buildlibs folder has a README.md file that details how to build the libraries from scratch:
1. install homebrew
2. brew install pkg-config autoconf automake libtool cmake curl
3. install xcode *and* the command line tools
4. sudo xcode-select --reset
5. build the libraries with: make install

I initially missed those steps the first time I checked out the osx-nick branch and could not build.. hence why I meant 'using Terminal properly' ;)
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