Well, I've deleted and re-installed.
Now you can add one more error to the mix. Now, not only do I get the lame "this not a registered version.." dialog, but now my sound dosn't work.
Nice program.
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Its hard to help with a problem you havent expearenced yourself, Im also a betatester on Coldstone and never had or saw this problem posted to the beta list. One of the mods here Tarnćlion Andiyarus had that problem ( ithink) but cleared it by zapping user preferances
again sorry i cant help more
~stray
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Shift Pattern Graphics at (url="http://"http://shiftprint.com")http://shiftprint.com(/url)
See Coldstone_Tips at: (url="http://"http://coldroom.150m.com/CGE_Stuff/CGE_Tips.html")CGE_Tips(/url)
Yes stray, I did. cgoran, when you did a clean install, did you wipe all the following files:
/Users/Home/Library/Preferences/Coldstone (OS X).plist
/Users/Home/Library/Preferences/Coldstone License
/Users/Home/Library/Preferences/Coldstone Prefs
Doing that should force Coldstone, upon startup, to request that you enter your registration code again. Do so, after performing your clean install from the CD. Now, try to build a game. It should have no error messages.
If you are running the Classic Editor instead of the Carbon one, you also need to delete the following files:
/System Folder/Preferences/Coldstone License
/System Folder/Preferences/Coldstone Prefs
Before you reenter your code. Try that, and let us know.
And just a brief note: Coldstone has not been fully confirmed as compatible with Jaguar, which I believe that you are running. Please keep that in mind.
-Andiyar
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"Any good that I may do here, let me do now, for I may not pass this way again"
when you say the sound doesn't work, do you mean the music or the effects? The music files Don't need file extentions on them (well... mine don't) but the sound files in the "sound" folder all have to have a " .aiff " extention at the end.
I apologise if this is patronising... sorry... but by the time I had gotten round to adding sound files to my game, I'd forgotton about the necessity of file extentions and so I panicked
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Do you get Migraines? - (url="http://"http://www.geocities.com/ibashmyselftosleep")www.geocities.com/ibashmyselftosleep(/url)
"Kids aren't influenced by computer games at all... Pac man's a computer game, how many kids do you know who listen to repetetive music and take mind-altering pills?"
I still think this is a Coldstone prefs problem if you look here:
(url="http://"http://www.AmbrosiaSW.com/webboard/Forum48/HTML/001116.html")http://www.AmbrosiaS...TML/001116.html(/url)
Dman, sum1, and squak all have this trouble. I para-phrased Dman below:
Quote
Originally posted by DMan:
**
It seems to have something to do with the total number of files and/or the total size of the files within the game database, possibly just in the pictures folder. I can find no documentation regarding a maximum number of files or file size. I took all of the subfolders out of the pictures folder and the game built without the error message. I then added back folders a few at a time until I got the error again. I pulled the folders that I had just copied back and replaced them with other folders and still got the message. It doesn't seem to matter which files that I have in the game only the amount of files.
I can build a generic medievil game with no problems, audio and all.
When I try to build the game I am working on (which used to build fine) the audio files are not added to the game and I get a message when I run the built game that it was created with an unregistered version of Colstone. Then the game plays with no audio.
When I remove a few sub folders from the pictures folder (regardless of which subfolders I choose to remove) the game builds with audio and the build plays with no error message. Like I said, it does not matter which specific files I remove, just the amount and/or size of the files.
The problem seems to have nothing to do with actual registration since I can build a different game with no message and have tried all the usual registration type problem fixes (deleting the prefernce file and reregistering, completely removing coldstone and reinstalling/reregistering, replacing the config files for the game with those of a game that is known to work properly).
Dan
**
and refer you to this thread:
http://www.AmbrosiaS...TML/000817.html
were Dee posts:
Quote
Originally posted by Dee:
**You are limited in the number of NPCs, Events, and items you can create.
**
i have wrote dee to ask for his insight to this and to ask if the number of music/sound files is also limited.
~stray
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Shift Pattern Graphics at (url="http://"http://shiftprint.com")http://shiftprint.com(/url)
See Coldstone_Tips at: (url="http://"http://coldroom.150m.com/CGE_Stuff/CGE_Tips.html")CGE_Tips(/url)
Wow,
so this is a documented problem that no one has addressed. Or in other words, the program does not work for unknown reasons?
How frustrating. I'm not willing to start randomly removing files in some half-baked attempt to fix a likely error with the programming.
It would be nice to know if at least the program is not going to be left for dead by it's developers and that all of this has not been a sad waste of time.
Anyone, how we doing with a solution for this???????? Anyone ........ anyone........
CG
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I've discovered that when the same sound in the same event is asked to run twice, all sounds disappear, although the music does not.
For instance, if I ask a sound to play within an animation (which works best, by the way) and, forgetting that I've asked the sound to play there, I add a Play Sound (the sound being the same) in an event that includes the animation, it screws it up. Bottom line, I think, is that you can't have the same sound twice at the same time. That's when it conflicts and turns off all of the sound.
I've lots of errors in my trials!!
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-- Debra
Danillitphil Productions
Ifr the sounds had different names, yes but its a very logical error that would occur, i assume that CGE references them by id numbers, and doesn't alot a separate channel for sounds with identical numbers
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I'm sorry, Ellrx, but I don't quite understand your writing. You might consider writing in sentences - at least that might help. I've only posted my own experiences with using the same sound with the same name in the same event. Then no sounds occur. When I finally find it and delete a play sound command so it's only running one sound with the same name, the sounds return. I can only assume that there's an error on my part and that the program sees my error as an error. I posted this as a way to possibly help someone else who might encounter this phenomenon. And since this thread voices problems with no sound, I thought it to be appropriate. Thanks.
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-- Debra
Danillitphil Productions
I'll no make no appologies for the lack of grammar...but what i meant was.
CGE somehow references each individual resource, with a unique id numerical or file name based, it makes no difference.
Attempting to execute something (a sound) that is already executing is logical fallacy, in a sense the engine has freaked out and begin to meltdown, yelling screaming "illogical illogical", which it appears to handle by causing the sound to null/cutoff.
It cannot use a resource that's already in use, and since you have no way to correct this inversion the sound remains off. If you'll look through the source for the medieval demo(the only widely available case study) you'll notice Beenox utilizes status checks that seem excessive. The variables "Game In Progress, "Encounter In Progress", and "Is Playing" are in place to prevent the engine from freaking out and give it some recourse other than complete termination of part or all of the game. THis impossibility becomes possible because you use an animation, because under normal circumstances 2events do not fre at the same time, a fraction of a second later, but not at the same time, i don't think its possible in any environment without a WHILE loop( which does something while something else is true or false), which is what is simulated by using an animation(which are simultaenous).
Point being this is probably caused becausse there is no failsafe is present to prevent it, and like i said it appears that ColdStone will not load a sound into a channel when it alrady has...so your solution would be to create a duplicate sound with a different name, useful if you wanted to simulate
"a choir of perfectly level sopranos"
but if you wanted to prevent this from happening then possibly scripting basic template events that set variables like: "GB_Has Focus" to 1 before sound begins to play and set it back to 0 in the next action.
If has focus is not equal to 1 then change global has focus to 1
playsound
else do nothing
if change global is equal to 1 changeglobal to 0
else do nothing
this should prevent your hybrid system from simultaneously playing sounds that probably wouldn't ever play at the same time...
Oh and music probably getts its own separate channel to play in ( i believe there are a total of 8 sound channels in stereo)
Was that enough sentence for you ...my only intent was to briefly demystify the phenomenon,and provide insight to why it occurs..this topic is generally the same as the 'I just want to build my game' and 'compiling problems' now all it needs is a conspiracy theory...what you posted deserved a separat topic as it is a separate issue, unrelated to expired demos, and games too big for their trial size britches
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(This message has been edited by ellrx (edited 11-13-2002).)
I disagree that I posted a different topic. I did appreciate the intelligent briefing, however. Thanks.
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-- Debra
Danillitphil Productions
I have sent this in to ambrosia and hve gotten this reply.
exact email from David Dunham:
Thanks for sending this in.
I've had multiple reports of this recently. Beenox is aware of the
problem, and is looking into a solution.
In the meantime, can answer a few questions?
What OS was this built on?
What platform was it developed for?
If the Mac OS, what OS versions have you tried this on?
Do you recall what point you first started to have this problem?
Had this project ever been developed at all on an unregistered version
of Coldstone?
Please include text from previous emails in your reply.
David Dunham, Technical Support Ambrosia Software, Inc. (url="http://"http://www.AmbrosiaSW.com")http://www.AmbrosiaSW.com(/url)
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Thanks,
GrahamVH
graham@vhpublications.com