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Search found 545 matches

by rujasu
Tue Jul 12, 2011 11:21 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 248186

Re: Subversion Commit Log

Committed revision #2008.
============================================================
Files Modified
M src/modes/save/save_mode.cpp

Primary Changes
- Added Destroy() calls for MenuWindows. Hopefully that fixes the (memory leak?) bug that some people are getting.
by rujasu
Tue Jul 12, 2011 11:19 pm
Forum: Technical Issues
Topic: getting backtrace after saving and closing down the game.
Replies: 11
Views: 7594

Re: getting backtrace after saving and closing down the game

@Rajasu I think my system specs and distro issues were already known in my signature, but here we go again. Ha, oops. Sorry about that, I tend to skim over signatures so I missed that completely. Added the proper Destroy() calls in r2008. I wasn't having the problems before, so I don't know if that...
by rujasu
Mon Jul 11, 2011 5:06 pm
Forum: Technical Issues
Topic: getting backtrace after saving and closing down the game.
Replies: 11
Views: 7594

Re: getting backtrace after saving and closing down the game

It's not happening for me at all. I used to get backtraces every once in a while, but I don't get them any more. I highly doubt it has anything to do with the alterations to SaveMode, but you can try running an older revision (something like r1990 or so) and see if you get the same backtrace. What a...
by rujasu
Sun Jul 10, 2011 11:55 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 248186

Re: Subversion Commit Log

Committed revision #2005. ============================================================ Files Modified M src/modes/save/save_mode.cpp Primary Changes - Added portraits and map location name to file preview in SaveMode. Notes - SaveMode is pretty much done for this release. All of the functionality i...
by rujasu
Sun Jul 10, 2011 10:01 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 248186

Re: Subversion Commit Log

Committed revision #2003. ============================================================ Files Modified M src/modes/save/save_mode.cpp M src/modes/save/save_mode.h Primary Changes - Continued work on the SaveMode preview functionality. It now shows up to four characters in the party, so all of the da...
by rujasu
Sun Jul 10, 2011 3:05 pm
Forum: Translation
Topic: Spanish Translation
Replies: 2
Views: 4302

Re: Spanish Translation

Psiweapon, what OS are you running? We've had major trouble getting translation working on Windows, but it's fine on Unix-based OS'es.

Some details here: http://allacrost.sourceforge.net/wiki/i ... anslations
by rujasu
Sat Jul 09, 2011 12:51 am
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 248186

Re: Subversion Commit Log

I'm tired, and not really up to the task of filling out the commit form. CIA-bot will fill in for me:

<CIA-33> allacrost: rujasu * r2002 /trunk/game/src/modes/save/ (save_mode.cpp save_mode.h): SaveMode now previews first character's data.
by rujasu
Thu Jul 07, 2011 11:24 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 248186

Re: Subversion Commit Log

Committed revision #2000.
============================================================
Files Modified
M src/modes/save/save_mode.cpp

Primary Changes
- Fixed a cosmetic issue with the preview functionality where it was showing some junk data when first opening the list.
by rujasu
Thu Jul 07, 2011 11:09 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 248186

Re: Subversion Commit Log

Committed revision #1997 (yesterday). Committed revision #1999. ============================================================ Files Modified M src/modes/save/save_mode.cpp M src/modes/save/save_mode.h Primary Changes - Added functionality to preview a saved file when saving or loading. So far, it sh...
by rujasu
Thu Jul 07, 2011 7:47 am
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 248186

Re: Subversion Commit Log

I committed r1997 last night and then went to sleep. It was a commit for SaveMode. I'll post the details tonight.
by rujasu
Sun Jul 03, 2011 10:07 am
Forum: Ideas and Game Features
Topic: Making battles more player-active
Replies: 32
Views: 49558

Re: Making battles more player-active

I'm still very uncertain about this. My major concern is that the player can select an action for a character during the idle state. Does that mean that the command menu is almost always going to be up, seeing as the characters spend the majority of their time in the idle state? What happens when t...
by rujasu
Fri Jul 01, 2011 1:18 pm
Forum: Ideas and Game Features
Topic: Making battles more player-active
Replies: 32
Views: 49558

Re: Making battles more player-active

I'd prefer an automatic queue selecting the next available character. I strongly, strongly agree with this. I don't think it makes any sense not to do this, really. Rather than have one hotkey for each player, have the next character come up automatically, and if you want to skip him/her, you press...
by rujasu
Tue Jun 28, 2011 3:41 pm
Forum: Technical Issues
Topic: Performance issues on mid-range machine
Replies: 11
Views: 8114

Re: Performance issues on mid-range machine

I've had similar problems on my Windows machine with Intel graphics. When I boot into Linux on the same machine, I get much better performance.
by rujasu
Sat Jun 25, 2011 5:15 pm
Forum: Ideas and Game Features
Topic: Making battles more player-active
Replies: 32
Views: 49558

Re: Making battles more player-active

I think there will be a very short initial period where the player is trying to understand it, but after a handful of battles I think they'll "get it". The interface itself seems pretty intuitive to me personally, and I think everyone else so far that has bothered to comment on it agrees. I mean an...
by rujasu
Fri Jun 24, 2011 9:39 pm
Forum: Ideas and Game Features
Topic: Making battles more player-active
Replies: 32
Views: 49558

Re: Making battles more player-active

:shrug: I don't know, this interface just doesn't seem like an intuitive or natural one for the player, and I'm also concerned that the player will be overwhelmed with trying to make a decisions while the other party members are flying by executing commands while he's entering a command for someone ...
by rujasu
Thu Jun 23, 2011 3:24 pm
Forum: Ideas and Game Features
Topic: Porting Hero of Allacrost to the Web Browser
Replies: 6
Views: 5906

Re: Porting Hero of Allacrost to the Web Browser

Seeing as Flash is closed-source, and has a history of issues with Linux support, I can't say I'd be keen on the idea of seeing a Flash version of Allacrost. :shrug:
by rujasu
Mon Jun 20, 2011 8:54 pm
Forum: Programming
Topic: READ THIS if you want to build from source on Windows!
Replies: 18
Views: 11145

Re: READ THIS if you want to build from source on Windows!

Yeah, MinGW 4.5 has problems for some reason. Use 4.4 or earlier for now. Thanks for trying it out! :)
by rujasu
Sun Jun 19, 2011 10:26 am
Forum: Technical Issues
Topic: Complete audio visual failure
Replies: 9
Views: 9593

Re: Complete audio visual failure

What happens if you switch from libgl1-mesa-glx to libgl1-mesa-swx11? (Make sure to disable any compositing first, if you have that.) That switches you to the software rasterizer, which won't run fast enough to properly use the game, or most other OpenGL applications, but doing the switch temporaril...
by rujasu
Sun Jun 19, 2011 10:19 am
Forum: User Feedback
Topic: Don't get either the skills or/and the Equip thing in menu
Replies: 4
Views: 4510

Re: Don't get either the skills or/and the Equip thing in me

shirish wrote:yup, its defensive stance which he got as an upgrade but do not see it when he's battling.
Look under "Defend" rather than "Attack".
by rujasu
Sat Jun 18, 2011 10:17 am
Forum: Technical Issues
Topic: Complete audio visual failure
Replies: 9
Views: 9593

Re: Complete audio visual failure

I don't remember the ATI drivers ever crashing the game, though I did have some problems with the editor on an old integrated ATI chip. Regardless, that shouldn't be a problem for the game itself. Are you actually getting proper sound? Is there any skipping or distortion? If not, don't worry about t...