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Messages - Guy

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1
Modding / Re: Something like a sequel mod
« on: December 09, 2015, 10:56:49 pm »
... into a small-ish rectangular room right next to the save point cave.
Oh man, I thought I had been everywhere but this was the one place I missed. My bad. (I got the glow fruit alright)

I think there's a bug where the map discovery is only saved for the location you're in at the time of save, so when I continue a saved game all other locations are unexplored and its hard to keep track of where I've been and where I haven't. I'm running the latest OSE.

[edit]
I think part of the difficulty at the start is that all the locations are familiar. We've been all these places and explored everything before but we have to go over everything again looking for something that's different. The Energy Temple just feels like a very large area to re-explore looking for one tiny detail.

Not trying to sound negative though, I am enjoying it so far. Thanks for all your efforts making this :)

2
Modding / Re: Something like a sequel mod
« on: December 09, 2015, 08:59:11 pm »
Hate to be asking this, but... I'm stuck. What am I doing in the Energy Temple? I've been all over it and the only thing of interest I've found is an orange crystal which I haven't managed to do anything with.

3
Support / Re: Unofficial update packs! [Updated 25th May 2012]
« on: May 27, 2012, 11:08:27 pm »
All is working great :) Many thanks. I can now play labyrinth without crashing or lagging...

4
Support / Re: Unofficial update packs! [Updated 25th May 2012]
« on: May 26, 2012, 05:53:27 am »
Easiest way to reproduce is to start shooting or singing rapidly. It will lag pretty much straight away. With enough sounds the music will cut out, then all audio will cut out completely.
I just tested on 10.5 on the same machine and had no problems.

[edit] Tracked the problem to the on-the-fly vorbis decoding. If I revert to the previous revision it works fine.

[edit2] There's also a weird problem with your latest release where the app will crash on launch if you open it by normal means. If I open it from the command line though it's fine. I didn't mention it earlier because it's so strange I thought it was just a problem on my end but when I tried on 10.5 it did the same thing.

5
Support / Re: Unofficial update packs! [Updated 25th May 2012]
« on: May 26, 2012, 02:41:39 am »
Thanks heaps for doing this! Unfortunately it didn't help anything :(
Displaylists are off (I have nVidia graphics). What does this feature do anyway?

6
Support / Re: Unofficial update packs! [Updated 19th May 2012]
« on: May 25, 2012, 06:12:13 am »
Cool, thanks heaps. Don't know anything about displaylists sorry. How would I go about turning that off?
And no, I don't really care about libvorbis ;)

7
Support / Re: Unofficial update packs! [Updated 19th May 2012]
« on: May 25, 2012, 05:34:58 am »
Thanks :). Is it a simple change that I could do myself?

8
Support / Re: Unofficial update packs! [Updated 19th May 2012]
« on: May 25, 2012, 05:11:07 am »
Oops, I was comparing to the achurch repository regarding libogg/libvorbis. Thanks though, looking forward to the update. So there's no particular reason it's done that way? No bad things will happen if you change it?
[edit] Actually it looks like you've currently got libvorbis 1.3.2, which is now at 1.3.3 :P

9
Support / Re: Unofficial update packs! [Updated 19th May 2012]
« on: May 25, 2012, 04:26:44 am »
Thanks for providing this, just tried this out on Mac OS 10.7 and it works okay but is quite laggy compared to HIB release, seems to be to do with sound effects. I tried rebuilding with latest libogg and libvorbis but that didn't help.

For reference, fullscreen does not work if you build against the 10.7 SDK. Using an earlier SDK (as you have done) works fine.

10
Modding / Re: Aquaria Open Source Project: Online Mod Database
« on: July 16, 2011, 07:51:43 am »
Nah, I'm on OS X so haven't tried any of your stuff yet. All sounds like really great progress though, so good on ya for doing it.
Shouldn't we have 1.2.0 before 1.4.0?

Just a thought, btw - it seems a bit unnecessary to have images for map templates and then again for the world map. Could you change it so they both use the same image files?

11
Modding / Re: Aquaria Open Source Project: Online Mod Database
« on: July 16, 2011, 12:03:59 am »
Ah, awesome :)

We had some discussion of the world map here a while ago. I think the main difference between my interpretation and yours is the 'layer' value (I was trying to work it out before we had access to the source).
Anyway, great to see this available in mods now. If you can somehow extract all the necessary changes I think it would definitely be worthing sending this to icculus.

12
Modding / Re: Aquaria Open Source Project: Online Mod Database
« on: July 12, 2011, 12:47:01 pm »
For unknown reason the http socket code is still unable to download files from dropbox, but from my own server things work fine. Will fix this in near future.
Do you know what the issue there is? I've had some odd problems trying to access stuff on Dropbox servers too and never worked out why.

13
General / Re: Mac save location, and Windows saves on Mac
« on: March 15, 2011, 04:52:07 am »
Yes, this is correct. Saved games, preference settings, etc are user data. That is, data created by your user, for your user. It is not expected to be accessed by other users of your computer - while the application itself is available to everyone, each user will have their own saved games and preferences. The Library folder in the root of your HD stores global data, available to all users.

I understand programs on Windows are expected to behave similarly, and Windows 7 can in fact force files to be stored in the user domain when an application tries to write to the Program Files folder (which of course causes no end of confusion).

14
General / Re: how to view achievements
« on: December 23, 2010, 10:24:05 am »
The achievements are in the help (in the Humble version): just push h and scroll down to the bottom. The Steam version isn't available for Mac and the Ambrosia version is slightly older and doesn't have the achievements.
Note the achievements are just text in the game while on Steam they have nice icons to go with them. I made a patch for the source to add the icons in-game though :)

15
General / Re: Humble Inde Bundle Steamified
« on: December 12, 2010, 08:36:35 pm »
I didn't get an email either. If you still have the address of your personal download page saved,  the Steam activation-code will be right at the top of the page.
If you lost the address for that you might be able to try contacting someone for help, but I'm not sure if anything can be done  :(
Thanks! I didn't get the email (possibly because I'm not signed up to the newsletter) but found the Steam code on my download page.

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