Quote from: Crimson Wizard on Mon 13/01/2025 20:52:16This build should have this infinite walking fixed:
https://cirrus-ci.com/task/6430959056191488
if you download "binaries", where's acwin.exe inside.
Thank you!!!
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Show posts MenuQuote from: Crimson Wizard on Mon 13/01/2025 20:52:16This build should have this infinite walking fixed:
https://cirrus-ci.com/task/6430959056191488
if you download "binaries", where's acwin.exe inside.
Quote from: Crimson Wizard on Mon 13/01/2025 01:26:46@Iceberg, you maybe need to give public access to these uploaded saves, or I will have to send a permission request everytime.
Quote from: Crimson Wizard on Sun 12/01/2025 23:19:17Quote from: Iceberg on Sun 12/01/2025 22:41:52This is a saved game from v1.1.2 of Quest for Infamy (April 2015 Humble Bundle version). Combat should begin within a few seconds.
https://drive.google.com/file/d/1AeI9hzZ-5p4sURivyjY0y6xCqOCt_oZe/view?usp=drivesdk
Thank you, I can observe the bug now.
Quote from: Crimson Wizard on Sun 12/01/2025 14:30:38@Iceberg could you please still post the save from 3.6.1.30 game? I wanted to double check that this is the issue I've been thinking of.
Quote from: Crimson Wizard on Sat 11/01/2025 03:16:36There's one issue that comes to mind, the latest 3.6.1 version contains a mistake where it will not automatically unlock idle view, if a idle view was playing when Animate gets called. So Animate gets confused when checking for existing loops in the current view.
There's a next 3.6.1 patch in plans, it will have that fixed.
This is also already fixed in 3.6.2 Beta.
But normally game developer should call LockView before Animate, which would prevent any problems like that.
Could you post a game save made before the combat? I've never played this game, and don't know how far any combat is from the start, but I'd like to double check that this mistake is fixed.
EDIT: or at least tell how to get to the nearest combat from the start...
Quote from: Crimson Wizard on Sat 11/01/2025 13:13:36Alternatively, you could try downloading a temporary 3.6.1 build from here:
https://cirrus-ci.com/task/6686995579142144
(look for "archive" download and pick out acwin.exe engine executable)
and try if that fixes the issue.
Quote from: Crimson Wizard on Sat 11/01/2025 03:16:36There's one issue that comes to mind, the latest 3.6.1 version contains a mistake where it will not automatically unlock idle view, if a idle view was playing when Animate gets called. So Animate gets confused when checking for existing loops in the current view.
There's a next 3.6.1 patch in plans, it will have that fixed.
This is also already fixed in 3.6.2 Beta.
But normally game developer should call LockView before Animate, which would prevent any problems like that.
Could you post a game save made before the combat? I've never played this game, and don't know how far the comat is from the start, but I'd like to double check that this mistake is fixed.
EDIT: or at least tell how to get to the nearest combat from the start...
Quote from: Crimson Wizard on Mon 08/05/2023 10:13:14Quote from: Iceberg on Mon 08/05/2023 02:25:39Holding the back button and selecting "Toggle keyboard" does make the keyboard appear...for a split second, and then it vanishes just as quickly. I've tried with both Hacker's Keyboard and the default Samsung keyboard.
I heard it may have something to do with restrictions on newer Android devices, but I don't know if there's anything to that.
I did not know that's a case. Could you tell what are your device specifics? I will open an issue in our issue tracker.
Quote from: Crimson Wizard on Sun 07/05/2023 18:32:13Quote from: Iceberg on Sun 07/05/2023 17:09:00Is there any way to bring up the virtual keyboard when playing AGS games?
It should be brought up by holding "BACK" and choosing "Show Keyboard" in the menu.
Quote from: Crimson Wizard on Wed 13/08/2014 20:30:34Quote from: Jothie on Wed 13/08/2014 20:01:59You need a AGSSteam plugin stub. Frankly I don't know how it works on Android (and whether any plugin work there at all). I hope someone else will comment on this.
Any trick to getting HQ to work? I'm using the 2014-4-30 apk. QFI works beautifully(occasional crash) but HQ returns the error "Script link failed: Runtime error: unresolved import 'AGSteam.SetAchievementAchieved^1'" when I try to start it
Probably it's worth to ask game authors if they have a game version without Steam support.
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