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Messages - Crimson Wizard

#721
"Clickable" only means that you cannot click on character itself, but it does not disable any other controls.

If you want a state where controls do not work, you need to introduce some global variable (like, "IsDead"), and test it in on_mouse_click, before the place where you call ProcessClick and similar commands, to prevent these.

Same, if you have keyboard controls for player walking and interacting with the world, you will have to test this variable before doing anything.
#722
So, the crash happens inside SDL2.dll. Afaik we do not have debug symbols for this library? Unless we build it ourselves...

@Snarky, could you try using this SDL2.dll instead and repost the crash dump if crash happens again?
https://www.dropbox.com/s/ionvpr7nfla17zv/SDL2-2.24.1-Debug.zip?dl=1
#723
Quote from: Snarky on Tue 29/11/2022 19:42:18Presumably there are some aspects of 3.6 builds that aren't supported on my environment. Did the crash dump tell you anything?

Ah, unfortunately I did not download it earlier, and it's not available now.

I am also on Windows 7, by the way.
#724
Quote from: Snarky on Tue 29/11/2022 16:30:49Here you have copies of the project both before and after the version upgrade.

Hm, I tried both 3.5.0 and 3.6.0 projects with the 3.6.0 RC3, and see no crash on game launch...
#725
Quote from: Snarky on Tue 29/11/2022 14:47:58I made a small project with 3.5.0 yesterday. When I tried upgrading, rebuilding and running it with this RC today, it crashes on launch. (Crash dump)

Would it be possible to get a 3.5.0 project itself (or at least one upgraded to 3.6.0, if 3.5.0 is not available)? If the crash is related to an incorrect upgrade, for example, then it will be easier to find out what went wrong.
#726
Updated to RC3 (3.6.0.38)
(use download links in the first post)

Editor:
 - Fixed property grid's combo box not drawn correctly if a color theme is applied.
 - Fixed project tree's folders collapsing when renaming an item in its properties.

Engine:
 - Fixed WaitInput() incorrectly handled "input type" argument.
 - Fixed empty view loops (with no frames) unexpectedly playing a sound clip with id 0 when being switched to.
 - Fixed crash if slider's handle image was set to negative sprite id (this was possible to do in the older editors).

Compatibility:
 - Use the dummy frame if current character's speech view loop does not have any (happens in some old games).

Reported issues remaining:
* GUI controls incorrectly blend (mix colors) with the parent GUI if parent's transparency is anything but 0.
* Direct3D is said to still be not fully stable when alt+tabbing in exclusive fullscreen mode: https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-3-6-0-release-candidate-rc1/msg636650995/#msg636650995



Unfortunately, I was only just now told by Alan Drake, that the GUI controls are drawn incorrectly if their parent GUI has non-zero Transparency. In short, they mix colors with the GUI's colors, as if they were translucent on their own relative to the parent. This is related to the recent change in 3.6.0 that makes these gui controls drawn as separate textures by Direct3D/OpenGL renderers (for perfomance purposes). This is a serious problem, and I will have to suspend the final release until the solution is found and implemented.
#727
This error means that you somehow have two translations under same names in the project.

The editor should've perhaps not break on this situation, but under these circumstances you probably can try fixing the project by hand.

If you open Game.agf in a regular text editor (or xml editor), and search for "<Translations>", you'll see a list of translations in your game. It should look something like:
Code: xml
    <Translations>
      <Translation>
        <Name>New Translation</Name>
      </Translation>
    </Translations>
See if there are any duplicates, and remove them by hand.
#728
Quote from: Pax Animo on Fri 04/11/2022 00:59:39I'm having issues with the pull down properties menu for rooms/gui's... and so forth. The pull down menu does not show or at least it simply shows a white box.

@Pax Animo, could you check out this temp build and see if it fixes the problem for you?
https://cirrus-ci.com/task/5409147177402368
#729
I forgot to mention, here's a temp build with a fix:
https://cirrus-ci.com/task/6660020364902400
#730
I also do not quite understand the question. You are supposed to supply fonts to your game yourself, the ones that come with the template are basic placeholders. If they don't match your needs, then replace them with the better ones.

AGS can use WFN and TTF fonts. WFN fonts support up to 256 characters, TTF may have thousands (they are unicode-compatible). As of AGS 3.6.0 the game can also work in ASCII or UTF-8 text formats (this may be selected in the General Settings). Depending on the chosen format your fonts must match either Unicode or ASCII/ANSI codepage.

In regards to the Radiant's Fontedit, that's a very old program. There's a newer WFN editor here:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48527.0
#731
The reason for this: AGS creates 1 dummy frame for each empty loop, but the "linked sound" parameter of this dummy frame has wrong value - #0 instead of "no sound", so it thinks that it should play sound #0.
#732
Hah, I actually did not know that you can do that directly to TextWindow :). I was thinking more about having fully custom gui where you'd also have to draw the borders yourself, but if this works with TextWindow, that's even better.
#733
Quote from: Snarky on Sun 20/11/2022 07:17:01Bumping this thread (celebrating its tenth anniversary!) again as a potential suggestion for AGS 4.0.

I strongly recommend opening the suggestion on github issue tracker, or in development forums. Feature suggestions posted in regular tech forums tend to be missed and forgotten.

The suggestion is related to the script compiler. Fernewelten has been working on an extended compiler for a while now, he might be willing to take a look at this, if he has spare time.
#734
Besides the above methods with the fonts, using DrawingSurface and DynamicSprite, which you paste onto a custom GUI's background (or set as a GUI button's graphic), is a most flexible method, as that would allow you to draw virtually anything, both text, geometric primitives and images combined. With certain amount of extra scripting you could do even embedded animation (for example: make some parts of the message glow to bring player's attention, and so forth).

In order to replace Display calls, for instance, you may write your own custom function that
* generates the dynamic sprite;
* shows a GUI with that sprite on it;
* waits until player's input (WaitMouseKey, or WaitForInput in 3.6.0);
* hides GUI and disposes the sprite.
#735
Updated to RC2 (3.6.0.37)
(use download links in the first post)

Editor:
 - Removed "Beta" flag.
 - Added "Touch to Mouse Emulation", "Touch to Mouse motion mode" and "Display FPS on Screen" to Default Setup pane.
 - Fixed open folders in the Project Tree were collapsing whenever you create a new subfolder.
 - Fixed Editor was always resetting android.cfg to certain hardcoded values (now will retain existing values unless they are taken from the Default Setup).

Engine:
 - Fixed File.Open and DynamicSprite.SaveToFile not creating subdirectories correctly if they are present in the provided path.
 - Fixed loading of dynamic sprite from a file.
 - Fixed mouse speed setting not applied on desktop systems.
 - Fixed gui controls not updated from "greyed" state right after interface is un-disabled.
 - Fixed Direct3D renderer in exclusive fullscreen mode always hanged up the program with 100% cpu core load when player alt+tabbed out of the game and then tried to switch back.



Reported issues remaining:
* The combo box color problem reported by Pax Animo above: https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-3-6-0-release-candidate-rc1/msg636651111/#msg636651111
* Direct3D is said to still be not fully stable when alt+tabbing in exclusive fullscreen mode: https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-3-6-0-release-candidate-rc1/msg636650995/#msg636650995

I was not able to reproduce either problem on my machine yet...
#736
Quote from: Alan v.Drake on Sat 05/11/2022 07:32:10@Crimson Wizard  It's probably a side-effect of the ugly hacks with the Padding. I have a fix in this experimental PR which should fix this case: https://github.com/adventuregamestudio/ags/pull/1806
Specifically, the commit: Editor: restore proper panel dock fill behavior (fixes dock fill and removes padding hacks)

Please, could you prepare a pr for 3.6.0 to let people test?

Personally, I was not able to reproduce this problem.
#737
Quote from: Pax Animo on Fri 04/11/2022 00:59:39Heya,

I'm having issues with the pull down properties menu for rooms/gui's... and so forth. The pull down menu does not show or at least it simply shows a white box.


Are you using the latest version (RC1)? We had similar bug in the past, which happened only if you're using a custom color theme.
#738
There's a build that seemingly fixes the fullscreen problem for me:
https://cirrus-ci.com/task/5990403286499328

But eri0o sais that it still happening for him if he "alt+tabs fast enough".
#739
Ok, I actually reproduced the Direct3D fullscreen problem on both Windows 7 and 10. For some reason this did not occur when running from MSVS, but only when running executable itself. Often it happens on the first time.
#740
I mentioned this on Discord too, in my opinion there may be a need for two demo games:
1) One that uses default AGS mechanics, based on one of the existing templates, for instance. As this may be useful for the beginners.
2) One that has everything custom, and include non-conventional mechanics and puzzles. This may be useful for advanced AGS devs, and generally illustrating that you do not have to rely on standard features.
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