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Messages - eri0o

#481
Thanks heltenjon! It isn't working for me, but your link is! :)
#482
Hey, I am looking for this game on AGS database: https://www.adventuregamestudio.co.uk/site/games/game/1832/

Does anyone have it?
#483
The AGS award related image, I don't understand which it is. Any chance of adding screenshot image with a big red arrow directly in the post?
#484
Engine Development / Re: AGS engine Web port
Sun 27/03/2022 14:35:31
Two days for the Chrome 100 update which has the WASM fix we need to properly run AGS games. If you are getting the OOM crash, please use either Firefox or Safari until then!

Edit: Chrome 100 is finally released! You should not hit any OOM crashes with Chrome Mobile anymore :D
#485
The Rumpus Room / Re: Name the Game
Fri 25/03/2022 15:30:39
Is it some extra stuff in Lost Horizon?
#486
Congratulations on the release! The game looks great! I saw some scenes from it that some people showed me and the dialog looks very fun, I plan on playing it shortly :)
#487
The Rumpus Room / Re: Name the Game
Thu 24/03/2022 13:28:07
Still Life?
#488
The Rumpus Room / Re: Name the Game
Wed 23/03/2022 01:50:50
The Longest Journey?
#489
Hey, this issue with vox packages will be fixed in the next 3.6.0 release. :)

Edit: new release appeared: https://www.adventuregamestudio.co.uk/forums/index.php?topic=59842.0
#490
I play but I play on my language.

I learned how to do that share thing it has in both Android and JS, I am almost trying to do that in AGS...  (roll)

The Brazilian version I play is named Termo: https://term.ooo/

Ah, I also found the page of one of the first ones in Basic in an old magazine scanned online.
#491
@Potajito Here's an editor that has this bug adjusted in the android package, it should work if you try:

AGS-3.6.0.20-Alpha21-AndroidVoxFix.exe | AGS-3.6.0.20-Alpha21-AndroidVoxFix.zip

I don't know yet the proper way to fix it, will need to think a bit.
#492
Hey, I reproduce... Sorta, I don't have ANY sound... Trying to figure out what's going on here.

Edit: ok, found the bug, trying to understand how to fix it

Edit2: for now, I noted down the bug here: https://github.com/adventuregamestudio/ags/issues/1577

I am still looking into this.

Edit3: found what is wrong

Edit4: making a small fix just to see it fixes on your end too.
#493
Hey, I will remove the downloads from this topic, please use the new AGS 3.6.0 releases - a new one should be available soon. I will check the speech anyhow to see if there's something missing.

Curiousity, if you go into your Compiled/Android directory, is there a speech.vox somewhere there? Probably like Compiled/Android/mygame/app/src/main/assets/speech.vox or similar?
#494
This is what I suggested above.

Quote from: eri0o on Sat 26/02/2022 18:15:38
To be honest the best thing I can think of is to avoid any error checking in ags side at build time and rely in gradle to do it's thing. But it's error reporting is often cryptical. So maybe an option to avoid sanity checking.

The suggested fake bat script though should bypass the checking as I mentioned, if that works than adding the suggested checks as mentioned.

But full offline build is not possible, at least once Gradle has to connect and download the Java dependencies. Only after that such offline build would be possible. So instead of going for an offline check (e.g. gradle --offline %TASK%), a separate check is needed for complying with no sdkmanager.

Currently it uses the sdkmanager location to verify that the SDK is in place. So what needs to be done is:

- add a preference option that disables sanity checking, this is easily doable.
- figure a way to not use sdkmanager to check that the SDK is in place and separate dependency installation in some way. (this is harder and may take a while)
- add another preference for turning --offline flag in gradle on with a warning that at least once it needs to be run without such option to cache dependencies (we depend currently on androidx.core). This is easy to do too.

Maybe there's some way to pack the dependencies in a jar with the runtime so instead of getting the runtime as Java files get it as a jar library, but I don't know yet how to do that, when I tried it only packed the compiled Java files and the AGS native library files, not the androidx dependencies.
#495
Did you actually placed the sdkmanager.bat inside the bin directory? If you did that and still get the error then show me a screenshot of your preferences tab in the Editor because there's some missing information.
#496
for now you can create a directory named tools at the root of your android sdk, then create a directory named bin inside it and then an empty text file there called sdkmanager.bat and it will work. I am relying on sdkmanager to update/verify installation of things, so this will work as a temporary proxy. Recap, create an empty text file in ANDROID_HOME/tools/bin/sdkmanager.bat.

I am still thinking on what to do for a prettier way... My premise was to rely on current Android Studio and docs, older versions everything was very confusing... Now it's just... Confusing.
#497
Sorry, just to explain, this sdkmanager.exe doesn't exist anymore, this was a previous sdkmanager that had even a graphical interface. In recent versions the sdkmanager is a Java library made of libraries under the cmdline-tools/lib or tools/lib, with an entry point file named sdkmanager.bat, that partially makes up the API. The actual files behind the sdkmanager changes between command line tools and the Android Studio command line tools.

I made everything accounting for the files and SDK installed by the latest Android Studio. The command line tools and Android Studio from Mehrdad are at least three years old... And the new versions are a bit different too, because they expect now that the user will place the directories in the right place manually. It's very tricky to assemble everything by hand, I really would prefer to not support that - I can seriously spend a lot of lines describing how to glue things together, but everything will be very brittle on each update...
#498
So this is an older version than the one I was prepared to support, this is before the version naming changes - newer is not 4, they've abandoned that version scheme for one that reflects year (of the base Intellij version or something), stable is 2021 for example.

To be honest the best thing I can think of is to avoid any error checking in ags side at build time and rely in gradle to do it's thing. But it's error reporting is often cryptical. So maybe an option to avoid sanity checking.

I am not sure yet on what to do and come up with something that works but not breaks for others. Supporting many android studios at the pace Google is updating things it's practically a full-time job, so going with only latest version of AS was the compromise I could keep up.
#499
So sdkmanager.exe is at the root of that directory? Can you pass me a list of directories right in that directory? (maybe there's a cmdline-tools named directory there...)

Can you also tell me your Android Studio version?
#500
this is weird... Do you have a directory that looks like the one below? I need to figure out where is the sdkmanager.bat in your install.



Did you downloaded the android sdk by hand? If you can't find the sdkmanager.bat file above, do you remember the link of where you got it? (or if it's size is not too unwieldly, if it's possible to share it through some filesharing way...)
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