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Messages - Crimson Wizard

#941
Quote from: Snarky on Thu 03/01/2019 08:57:23
There is no proper way. There's a bug in AGS: rendering is broken for GUIs with alpha-transparent backgrounds and content (including text) with alpha-transparency.

This was supposed to be fixed long ago! If it's still not working please do bug report, otherwise I won't know about it.
#942
Site & Forum Reports / Re: Bug reports
Mon 24/12/2018 23:51:58
I see this:
#943
Site & Forum Reports / Re: Bug reports
Mon 24/12/2018 18:28:44
Quote from: AGA on Mon 24/12/2018 17:48:04
Quote from: Stupot on Mon 24/12/2018 13:37:43
Sorry if this has been brought up already but the bbcode tables have lost their borders.

There will be a fair few minor graphical differences here and there, but unless it's actually causing a problem (or looks horrible!) it's probably not worth 'fixing'.

Idk if that depends on some browser settings or else, but for me it actually it looks pretty bad because it's not only lack of borders but also no distinct cell background; so instead of a table you see a text adjusted in rows and columns, making it not easy to perceive:





cell 11cell 12cell 13
cell 21cell 22cell 23
cell 31cell 32cell 33
#944
Quote from: abstauber on Wed 10/10/2018 09:32:06
That also raises the question: do I need merge this borked pull request and fix the bugs in the master branch or do I have to work in your repo to make it happen?

Sorry for barging in the discussion; technically both ways are viable, usually this is rather an organizational question.
Also, a while ago Github has allowed such feature as letting the owner of target repository to add commits directly to pull request branch, if the PR creator has ticked this option. Personally I cannot tell if it's the case not having necessary permissions there.

BTW this reminds me, Monsieur OUXX, have you noticed my comment to your pull request?
https://github.com/dkrey/ags_tumbleweed/pull/1#issuecomment-411395083
#945
Quote from: Babar on Sun 02/09/2018 15:16:23
I get a "Not Found" page when I try to download the template.

I think you may still download the source project from github:
https://github.com/dkrey/ags_tumbleweed
if you click on green "Clone or download" button and choose Download ZIP.
#946
Quote from: Insight-Out on Mon 06/08/2018 13:56:32
How about different characters saying different things on the same action, that's possibly already asked, I apologise in advance...

How to do something depending on which character is player's right now:
Code: ags

if (player == cBob)
    player.Say("I am Bob.");
else if (player == cJane)
    player.Say("I am Jane.");
#947
Quote from: abstauber on Fri 27/07/2018 11:36:47
@imsomnia212 I can replicate this, but I'm clueless why it isn't working anymore. Drawing images with an alpha channel used to work on dialog GUIs - at least in 2017. I'm trying to find out in which version of AGS, this feature broke again.

What version of AGS are you using? Does it replicate in this template right away, or you need to do something extra to see it?
#948
Quote from: Snarky on Mon 23/07/2018 11:55:26
Quote from: Monsieur OUXX on Mon 23/07/2018 11:24:30
2) Resize the sprite using the DynamicSprite and DrawingSurface scaling abilities -- apply the antialiasing at that time.

I don't understand how this step is supposed to work. Neither DrawingSurface.DrawImage()/DrawSurface() nor DynamicSprite.Resize() allow you to specify antialiasing â€" I'm not sure whether it's always off or whether it depends on the "Smooth scaled sprites" setting in winsetup, but it's not something you can control through AGS script (the best you can do is game.disable_antialiasing, but there's no game.force_antialiasing).

I was too confused by this advice. At first I thought there is a mode for SetGameOption I forgot about, but then I checked engine code, and this is not the case with anti-aliased sprites. But that option is not even applied to DrawingSurface operations, only when drawing characters and objects in the room.
(Which may be an oversight really. Also, that should be technically possible to add an option to switch sprite anti-aliasing at runtime, if really necessary)
#949
Quote from: imsomnia212 on Sat 21/07/2018 21:33:05
Well, I have a question: Is possible to show the save screenshot with anti-alising when your game is nearest-neighbor? I wan't to show it like the way Thimbleweed do, but in the template with a nearest-neighbor game, it pixelate and lose information in the screenshot.

This would require applying different graphic filter at runtime, which AGS currently cannot do, I am afraid. (Well, technically it could, but there is no script command or option to make it do so).
#950
Site & Forum Reports / Re: Bug reports
Mon 09/07/2018 19:42:59
Quote from: tzachs on Mon 09/07/2018 18:40:23
Wow 8-0, how did you figure out that was the problem?

Hmm... I noticed that I cannot post in a very particular topic. Did many attempts over last day, pasting a prepared text. Then I got lazy and posted single word "test", and suddenly that worked. Tried to post original text, and that did not work. Here is where I thought that something is wrong with the text.
The rest was just trying different lines with "uncommon" symbols, until it triggered error.
#951
Site & Forum Reports / Re: Bug reports
Mon 09/07/2018 09:41:29
Quote from: Crimson Wizard on Mon 09/07/2018 00:16:23
I recall eri0o was saying that sometimes forums do not let him post, today I had same problem. For some reason I can post in some topics, but cannot in other, this for example: http://www.adventuregamestudio.co.uk/forums/index.php?topic=51340.msg636589906

So, this is amazing, but I found that it happens when I try to insert three dashes in the post, like this:
Quote
- - -
only without spaces. It reproduces 100% for me.

I get the message:
Quote
Forbidden
You don't have permission to access /forums/index.php on this server.

Apache/2.4.7 (Ubuntu) Server at www.adventuregamestudio.co.uk Port 80

Have I found some security issue?
#952
Site & Forum Reports / Re: Bug reports
Mon 09/07/2018 00:16:23
I recall eri0o was saying that sometimes forums do not let him post, today I had same problem. For some reason I can post in some topics, but cannot in other, this for example: http://www.adventuregamestudio.co.uk/forums/index.php?topic=51340.msg636589906
#953
Quote from: Ali on Sat 30/06/2018 23:31:10
I can't believe I hadn't noticed that SayBackground doesn't allow audio! In that case there's all the more reason to want to call a particular speech clip from script. I only have a handful though, so I'll just workaround.

The workaround is perhaps to move them to Sounds type and play as regular AudioClip.
The only problem would be to make playback consistent with voice settings in your game (volume etc).
#954
No, there is no way to do this in AGS script, unless your speech is made as regular audio clips (which I guess would be very inconvenient?).

EDIT:
We know that Audio Channel #0 is reserved for the voice speech. This probably means that you could test if System.AudioChannels[0] is currently playing to know if a voice-over is playing.
Perhaps this may be utilized somehow?
#955
Editor Development / Re: AGS Build Server
Tue 19/06/2018 18:19:28
Quote from: morganw on Tue 19/06/2018 17:56:23
This fixes the walking around and the hotspot detection, but character speed must have also been scaled somewhere because movement has slowed down (game speed is fine).

Well, I guess that means that there was something wrong with the master branch, not build scripts.

Master branch is obviously in a non stable state right now, after merging "ags4" into it. It needs to be tested and fixed.

Perhaps, it will be more convenient to test build scripts against "ags3" branch for a while?
#956
Editor Development / Re: AGS Build Server
Sun 17/06/2018 23:44:53
Could you try latest master, Alan pushed a temp fix: https://github.com/adventuregamestudio/ags/issues/457
#957
Editor Development / Re: AGS Build Server
Sat 16/06/2018 18:15:04
I was testing master branch today, and found that walkable areas are broken: https://github.com/adventuregamestudio/ags/issues/457

Earlier you said that you were trying 3.4.1 also, could you double check that you actually built using old code?
#958
Editor Development / Re: AGS Build Server
Sat 16/06/2018 01:06:07
Quote from: morganw on Fri 15/06/2018 23:38:23
Thanks for uploading those, I'll try it again tomorrow.

I could swear they are linked in the readme.md, but apparently not, need to do then.

Quote from: Crimson Wizard on Fri 15/06/2018 19:10:52
Yes, sure. Which version of Windows are you using?

Windows 7.
#959
Editor Development / Re: AGS Build Server
Fri 15/06/2018 19:10:52
Quote from: morganw on Fri 15/06/2018 18:06:13
Is it definitely the "allegro-4.4.2-agspatch" branch which I should be building?

What happens if you use prebuilt libraries? They are built from that branch.
Also, I recall rebuilding them recently on my local machine (and constantly use these to build AGS).

May I get the build scripts somewhere to try and see these issues?
#960
Editor Development / Re: AGS Build Server
Mon 11/06/2018 22:27:16
Quote from: morganw on Mon 11/06/2018 21:57:08hotpots aren't registering when the cursor goes over them and room clicks are not processed (clicking on GUIs and characters is fine, but you can't walk anywhere). I've got the same problem on both the 3.4.1 and the master branches.

Anyone have any ideas?

Only thing that crosses the mind is that this is related to 8-bit masks, because this is what hotspots and walkable areas are.
Maybe allegro library was compiled without 8-bit support?
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