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Messages - Wyz

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1
Ok, I've just read the developments here. I have been disconnected from the world for a while, my apologies. I saw your PM earlier eri0o; I have responded to it.
Let me state a couple of things I wrote him.

I have just released my incomplete refactor of the Joystick plugin what was going to be version 1.3.0. As the name suggests it is in an unfinished state; life happened unexpectedly, and I had to stop working on it.
This version has a nice build system and supports building multi-platform. That also allows adding SDL as a platform bypassing any unfinished code. So I've prepped for this and put it up on GitHub.

However, this version does not help reverse engineering the plugin I guess; so if you want sources for 1.2.x, please PM me. I don't want to release them though.

I do want to finish it in the future, but it seems unfair to let you all wait. I hope this helps at least.

And the repo: https://github.com/FTPlus/agsjoy

2
I should probably just keep it shut but dang it.

What I think the whole argument was back then was that, they treated AGS as a piece of legacy software. From our point of view (an active community) it was not. It is not just a game engine: it is a game development environment, which allows people to create games. The main reason why AGS is what it is, is because of the brilliant IDE.
When they talked about refactoring, they wanted to change all sorts of things, in the engine, to make it more compliant to ScummVM.
That is great, if just for the engine, but that would not work very well for the existing IDE. This was something they weren't that interested in. It sounded a lot to me as if they saw AGS (as a whole) as something obsolete. Not big a deal, just a different point of view I guess.

So we spoke about the alternative:
We start working on a new version of AGS, and they pick up the current. That way we could break compatibility completely, get rid of all legacy code. (note that AGS still has MS DOS stuff in the engine, at least at that time) In the meanwhile, all existing games would run on ScummVM, and thus be future proof, bug free, and work on mobile platforms etc. Win win for everyone, right? Ahhhh but we offended them apparently!

I can remember the discussing of the first paragraph; well it was a proper discussion, not a flame war you get to see sometimes at other places. But after that they just sort of left. I can't remember any hate from our side, maybe I missed this, but what the Dickens?

3
The Rumpus Room / Re: Can you solve this riddle?
« on: 21 Dec 2017, 11:37 »
Spoiler: ShowHide
I'd say water (dihydrogen oxide); both hydrogen (combustible) and oxygen (strong oxidizer) can be dangerous on their own.

4
The Rumpus Room / Re: Can you solve this riddle?
« on: 10 Dec 2017, 21:37 »
Thanks! Yes, sure, let's give it a bit more time. :)
Spoiler: ShowHide
The 'never along' points to the fact an hammock is stationary; in respect to for instance a horse, that could also carry you, but does move--well usually.  :-D


edit:
Well, I guess enough time has passed; go ahead! :)

5
The Rumpus Room / Re: Can you solve this riddle?
« on: 10 Dec 2017, 13:50 »
Correct! but could you conceal your answer please? :)

6
The Rumpus Room / Re: Can you solve this riddle?
« on: 10 Dec 2017, 10:57 »
Nice one!

I'll have a go then. :) Made this one a while back:

I can be found among trees, but never just one;
You don't like me when it rains, and love me in the sun.
I carry you when you're tired, but never along;
when it's time to move on, I'm easily gone.


Oh instead of spoiler tags, just let me know you know without others knowing, one way or another. That might be fun. ;-D

7
The Rumpus Room / Re: Can you solve this riddle?
« on: 07 Dec 2017, 21:58 »
I'm going to guess: words

8
The Rumpus Room / Re: Can you solve this riddle?
« on: 03 Dec 2017, 21:39 »
Woah, in under two minutes; CaptainD really smoked it. :)

9
Beginners' Technical Questions / Re: Max Wait...() length
« on: 22 Nov 2017, 01:05 »
Well, it's either a 32 bit or 16 bit signed integer; I had a quick peek at the source code of AGS, and it may well be a 16 bit value. In that case it would only go up to 32,767, which would last you about 14 minutes. That should probably be long enough... hmmm. unless someone is out to make some tea or something. :-D
Btw, a good way to find out if that really is the maximum value, is to compare 32,767 to 32,769. The latter should finish instantaneously in case of a 16 bit value.

Well, you are probably still better of using your loop solution; I guess that is a bit more reliable all in all.

Hope that helps you in any case. :)

10
You can embed videos using the following tag: (replace the youtube link with your own)
[youtube width=320 height=240]http://www.youtube.com/watch?v=nUO6jXn-DaA[/youtube]

Source:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=54785.msg636561912#msg636561912

Good luck :)

11
Thanks! You're welcome CW! :-D

I've fixed the link in the first post btw. Still a ton of broken links out there I guess. :D

12
All of my Dropbox accounts are filled to past the brim unfortunately. Hmmm,... Google Drive might be an option; I can make a new gmail account for that I guess. I'll look into that! Thanks all for the suggestions. :)

edit:
All updated! I've counted: this is the fifth time I had to swap over files to another host; pretty please Google, don't fail me. I can't stand doing it once more. (roll)

13
Unfortunately, GitHub is only free to use for open source projects, which this is as yet not, for reasons mentioned before.
Any other suggestions perhaps?

14
Yes, I've heard about problems with Xbox 360 controllers left and right, and it is really puzzling because: one day it's all working fine, and then suddenly it is not. I even had people with multiple Xbox controllers where one never worked, and then suddenly it started working but the other one stopped. I'm not really doing anything special, and I'm simply using what Windows provides. There is something weird going on with the combination of AGS and the Windows drivers, but it is extremely difficult to pin down. Even more so since I don't own a Xbox controller, so I can not test it myself.

Wyz! The d-pad (POV) in my wired Xbox360 joystick doesn't work. Do you have any idea why?

Is there any possibility of releasing the joystick plugin source? I would like to play with maybe porting it to Linux.

The POV value does not respond to the D-pad at all? Hmmm, sometimes the D-pad is implemented as an analogue stick, so be sure to check all the axes. In rare cases the D-pad is implemented using buttons; be sure to check those as well. If none of the above respond to the D-pad something is amiss. Could be more Xbox controller shenanigans. :P

....maaaaybe you should find a different host for that :)

Sure; do you have suggestions?

15
Thanks for the updated version! I'll add the link to the first post if you don't mind.

Yes, after the last update the problems with storing and restoring games should be fixed. Additional code before saving and after loading games should technically not be required.
But indeed I do recommend a bit of code when games are restored. I find it hard to provide a general solution as it really depends on how you design your game. But let me give two examples; maybe this helps someone.

Game A
Game A is a single play game which can be played either by keyboard or optional a game controller. When the game starts it scans for available game controllers, and opens every one it finds. The keyboard inputs and the inputs from all controllers are mapped to the same outputs; for instance ASWD, the arrow keys, the d-pad of whichever joypad is connected, or the stick of some joystick connected: they all control the character's movement. In short, no configuration, the kind of setup I would describe as "just works". ;)
Now imagine the player restores a saved game; at this point game controllers may have been connected or unplugged. If you don't do anything "just works" becomes "doesn't work" :-D because Joystick objects from unavailable game controllers stop firing events, and newly connected ones are not being considered.
In that case I recommend you'd close all open Joystick objects, and run the same scan as at the beginning of the game again.

Game B
Game B is a multi-play single screen game which can be played by mouse, keyboard, or game controllers. At the beginning of the game each player selects an input device from a list of available ones (mouse, keyboard, optional game controllers). During the game players can open a menu which allows them to reconfigure (change the meaning of buttons of) their selected input device, or pick another one.
Now imagine the players load a stored game; at this point game controllers may have been connected or unplugged. It could be the case that one of the players uses a device no longer available.
In that case I recommend showing a warning when one of the Joystick objects has become invalid (scan through them at game restore), or perhaps open the configuration screen automatically.

Other options are possible of course; these are just examples. :)

16
Yes the plug-in is 7 years old, so is the tutorial. Thanks for fixing the backwards compatibility CW!
I need to update and re-upload it someday (without crash dumps :-[) but still my time is fairly limited. I rather first make a complete port, which is a little more involved. For now you'll have to do with the files as is, sorry. :(

17
Beginners' Technical Questions / Re: Illegal exception
« on: 01 Sep 2017, 16:16 »
Well, the plug-in should never crash the game when restoring a save game that has a different joystick setup; when that happens you can consider that a bug in the plug-in, and then please let me know. When a Joystick object you made becomes invalid for whatever reason, it is replaced with a dummy object that acts like a joystick but is frozen in time. However I recommend the check to make sure the players aren't confused about the situation.
For instance when you have a single joystick setup and you let the game find (or players pick) one at the start of the game; when the players restore a game and have inadvertently changed their joystick setup you'll want to repeat this bit. If you have a game where the joystick use is optional and players have to select it in a menu or something, you'll want to show them a warning things changed and they may want to reconfigure it.
Of course I'm not telling you how to build your game, but since this matter came up, I thought I'll just give you the tip. :-D

So I think I've fixed it now. :) You can download it here (temporarily). Let me know if it works. ;-D

Btw, special thanks go to CW for suggesting to use a virtual joystick in the other thread; that really sped things up, as I didn't have to crawl through the attic opening lots of boxes, trying to find my gamepad. Thanks! :-D

18
Beginners' Technical Questions / Re: Illegal exception
« on: 30 Aug 2017, 01:55 »
Ok, I finally got round to test this myself and good news: I was able to replicate the error. I should be able to fix this relatively easy. ;-D

You should probably still do something when the game is restored (using on_event). When the game is restored and the plugin misses it, it will be marked invalid. You can test this by checking the Valid function. A good moment to reset the input configuration, or inform the player, or something.

I'll keep you posted. :)

19
Beginners' Technical Questions / Re: Illegal exception
« on: 26 Aug 2017, 14:23 »
I've compiled a new version of the plug-in and uploaded it here (temporarily).
Kindly give it a go and see if it works. ;)

If so I'll re-release it then. (although I don't have a place to host such things anymore unfortunately)

Let me know and thanks for your feedback. :)

20
Beginners' Technical Questions / Re: Illegal exception
« on: 25 Aug 2017, 12:32 »
Hmmm, I guess this is a bug of some kind. Every plug-in object is serialized--turned into a data blob which is added to the save file--when the game is saved. When the game loads again the plug-in is then responsible for unserializing the objects, basically do whatever to make it work again. Looks like something goes wrong at the unserializing stage. I store the joystick state (which buttons are down etc) and the joystick's name. When the game loads again the state is restored and the plug-in checks whether the joystick's name has changed. It either is no longer present or the order of joysticks plugged in has changed; in both cases the object is invalidated.

That said I do have an idea what might be causing this. Which exact version of the plugin are you using?

Spoiler: ShowHide
I seriously need to revisit this plug-in; reading that poorly written manual alone made me cringe. :D

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