AGS 2.56 Pre-final - Mittens edition

Started by Pumaman, Sun 15/06/2003 22:18:21

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Pumaman

This is the final version of 2.56, pending any bugs that may be found. If no bugs are found in the next few days, it will become 2.56 Final.

NO REQUESTS IN THIS THREAD PLEASE, COMMENTS AND BUGS WITH THE BETA ONLY

Changes since RC 2:
* Added SetRegionTint text script command.
* Added options to translation files, to allow changing font and text direction on a per-translation basis.
* Fixed buttons in default inventory screen being drawn without transparency.
* Fixed dialog bullet getting set even if you pressed ESC.
* Fixed problem with translations where \" had been used in a string.
* Added teh MAEK MY GAYME!!1111 option (to the Help menu).


Changes since RC 1:
* Text parser now accepts ' and - characters, and automatically accepts plurals of all words (ie. an 's' on the end).
* Changed the way right-to-left line breaks are done, hopefully it should be correct this time.
* Fixed set-speech-view dialog command not working.
* Fixed NewRoomEx not working properly if a scaled character was moving at the time.
* Fixed RC1 bug with dialog request script not returning properly.
* Fixed possible crash with scaled character movement.
* Fixed GUI button text not being translated if the button also had an image.

Changes since beta 4:
* Increased max dialog topics to 500.
* Added SetGUIObjectPosition text script function.
* Added option to display multiple inventory items multiple times.
* Added ability to export/import the text parser word list.
* Added lose-inv dialog script command.
* Fixed thinking and blinking views not being exported with character.
* Fixed the way right-to-left text writing works.
* Fixed scaled walking speeds when anti-glide mode was off.
* Fixed normal mouse cursor flashing up in between messages when Always Display As Speech was being used.
* Fixed erroneous crash in SetPlayerCharacter.
* Fixed text window GUI being used for dialog options instead of the specified Dialog Options GUI.
* Fixed lots of things with the new parser-within-dialog.
* Fixed a couple of problems with GetGameParameter's return values.

Changes since beta 3:
* Added preliminary support for right-to-left text writing. As I'm not totally sure how it's supposed to look, your feedback is needed (in this thread please) as to whether it's being done the correct way.
(You probably want to set   game.text_align = ALIGN_RIGHT  in your game_start to use this).
* Added "Update translation file" option, to add new lines from the game to the translation source, whilst leaving currently translated bits intact.
* Added option to have the text parser with dialog options, so that the player can either select an option or type something in.
* Fixed animated backgrounds sharing the palette, even when you told them not to. You'll need to re-import the main background in any problem rooms for this fix to take effect.
* Fixed Enters Screen Before Fadein not being run if the NewRoom was launched from an inventory interaction.

Changes since beta 2:
* Added Custom Properties to allow you to easily specify options for hotspots, characters, rooms, objects and inventory. See below for more info.
* Added GetCharacterProperty, GetCharacterPropertyText, GetHotspotProperty, GetHotspotPropertyText, GetInvProperty, GetInvPropertyText, GetObjectProperty, GetObjectPropertyText, GetRoomProperty and GetRoomPropertyText text script functions.
* Added option for characters speed to be adjusted in line with their scaling level. (Yes, now you can all shut up about it  :P )
* Added ability to change sprite numbers in the Sprite Manager.
* Added cross-fade screen transition.
* Fixed SetSoundVolume not taking effect with footstep sounds.
* Fixed Box Out transition in 256-colour games.
* Fixed blink view crash with "Run next loop" loops (but they're not supported here yet).
* Editor now writes on splash screen if it's a beta version.

WHAT ARE CUSTOM PROPERTIES?

Are you working on a Lucasarts-style game, and wish there was an easy way to specify the default action on room objects?
Are you writing a QFG-style game, where in some rooms monsters can randomly attack you, but in others they can't?
Want a way of easily having a brief description of each room?

Don't you wish there was an easier way than writing hundreds of "if" statements? Well now there is!

Basically, custom properties allow you to define your own settings, which you can then set values for every character, inventory item, room, hotspot and object.

So, for example the following code:
if ((player.room == 14) || (player.room == 27) || (player.room == 33) || (player.room == 64))

now becomes:
if (GetRoomProperty("CanBeAttackedHere") == 1)

Hope some of you find it useful.

Changes since beta 1:
* Added SetCharacterBlinkView and SetGUISize text script functions.
* Added "Lock objects in position" checkbox to the GUI editor, to stop you accidentally moving objects when trying to select them.
* Added extra "Blinking" view to draw an extra animation on top of the character's speech animation intermittently while they are talking. Currently Sierra-style speech only.
* Added 'goto-previous' dialog script command to return to previous topic.
* Added new "Box out" screen transition, which uses an expanding black box from the centre of the screen.
* Script editor is no longer a modal window (but only if it's not opened from the interaction editor).
* Sierra-style speech now shrinks the width of the text window if the text is narrower than the screen width.
* Changing a hotspot name now correctly marks the room as modified.
* You are now always prompted to save changes to a room when loading another one - the Preferences setting only affects the prompt when you choose the "Save Room" option on the menu.
* SetPlayerCharacter now leaves the cursor mode as Use Inv if the new character has an active inventory item.
* Fixed Sierra-style speech box overrunning the face if it had wide borders.
* Fixed SetPlayerCharacter crashing if called from game_start.
* Fixed RunAGSGame not working if mode was passed as 1.
* Fixed dialog options moving across the screen in non-GUI mode.
* Fixed editor crash typing >200 characters into a label.
* Fixed dividing by zero in the script causing a fatal exception.

Changes in beta 1 from 2.55:
* Added ListBoxRemove and StrContains script functions.
* Added RGB tint option for regions as an alternative to light level.
* Added "Quick Import FLC frames" to import all frames from a FLC file in one go to the current sprite folder.
* Implemented multiple select for dragging and deleting sprites in the sprite manager.
* Added ability to delete sprite folders (USE WITH CARE!!)
* Added option for characters to turn to face their new direction when using FaceLocation/FaceCharacter.
* Added "Persistent" GUI display option, to not remove it during a cutscene with "GUIs turn off when disabled".
* Added "Auto number speech lines" to automatically give a number  to all speech lines in the game.
* Added feature to detect hung scripts and abort the game (for example, scripts like  while (1) { }  )
* Added MIDI controller event support, so that MIDI commands such as sustain will now work.
* Increased max sprite folders to 500.
* Increased max sprites to 15000.
* Increased max cursors to 20 (though the new ones will only activate the Any Click event at present).
* Sprite manager now remembers which folder you were in before when selecting new item graphics.
* SetPlayerCharacter now changes the mouse cursor if an inventory item of the old character was active.
* Disabled auto-complete in the dialog script editor.
* Fixed RunAGSGame not resetting game paused flags.
* Fixed Rebuild VOX Files to delete the music.vox if there were previously music files, but no longer are any.
* Fixed editor crash if "function" was the last word in a script.
* Fixed "player.inv[index]--;" also decrementing inv[index+1]

NOTE: BETA VERSION, ALWAYS BACK UP YOUR GAME BEFORE TRYING IT, AS IT MAY IRREPERABLY DAMAGE YOUR GAME

http://www.agsforums.com/ags256prefinal.zip



Privateer Puddin'


Barcik

Go CJ!

QuoteAdded option for characters to turn to face their new direction when using FaceLocation/FaceCharacter.

What does that mean?
Currently Working On: Monkey Island 1.5

DragonRose

Yikes. I haven't even had a chance to download the last version, and he's already working on a new one!  Looks good!
Sssshhhh!!! No sex please, we're British!!- Pumaman

scotch

Barcik, I would guess it means that they turn through their direcional views like they do when you turn when walking.  That instead of facing the direction instantly.

Nice feature additions CJ :)

edmundito

wow, you must really like Roger Moore. Well, he is a roger... :P

Anyway, Barcik: The characters turn thing, means that when you uses FaceCharacter or Face location, the character actually does a little turn (like with the "characters turn before walking" option) so it looks more animated.

Hey, cj, any chance of jibbling with the font display?
The Tween Module now supports AGS 3.6.0!

Ben

QuoteSprite manager now remembers which folder you were in before when selecting new item graphics.

Woo!

deltamatrix

BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

TerranRich

#9
Quote from: CJ on Sun 15/06/2003 22:18:21* Disabled auto-complete in the dialog script editor.

Why, what was the problem with it? I found it very useful and handy.  :-\

BtW, good lord, Chris! You update AGS faster than a fat lady at a prom with no clothes on! Weehaw!!!
Status: Trying to come up with some ideas...

scotch

I asked that, it's so it doesn't autocomplete script commands that aren't supposed to go into dialog scripts.  It's still in the normal script editor.

auhsor

Heaps good CJ. I also havnt had time to try out the last version. Stupid school, takin up all my time...

Scummbuddy

#12
Thank you very much for these.
Quote
* Implemented multiple select for dragging and deleting sprites in the sprite manager.
* Added ability to delete sprite folders (USE WITH CARE!!)
* Increased max sprite folders to 500.
* Sprite manager now remembers which folder you were in before when selecting new item graphics.


Quote
* Added "Auto number speech lines" to automatically give a number  to all speech lines in the game.

Wasn't this already added, or does this now work if you are using a bullet pic for dialogs? I remember asking awhile back if you could add the ability to just push a number to get the dialogs lines to work, and you did, so I'm guessing that it works with bullets now?

Edit * And holy crap, that was a fast update since the last version.  You rock Chris, I hope to someday meet you at a Mitteneer event of some sort.  I'm not promising sex, but hey, its on the table.... wait, what?
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Vel


Spyros

Who gives a S**t about Roger Moore.
Knight CJ now.

Alex Lowes

when we think sire Cj  ;) is really resting and won't make a new version untill two months later(as he usually says so to calm us down and we respect him.
we allways get a new version two days later :o
or two weeks tops.
wohooo. :)

Dave Gilbert

#16
Holy crow.

Dude, I just got used to all the nifty features that debued in the LAST version, and now you've got more?

You're an animal, man!  An animal!

Never change!

PeaceMan

Quote from: CJ on Sun 15/06/2003 22:18:21
* Added RGB tint option for regions as an alternative to light level.

Great. Does this mean I can use different coloured lighting effects such as a neon sign shining on the character?

AJA

 :o

Already? You're fast...
Btw, CJ that AGS 2.55 mirror is up. I haven't got the chance to email you.
http://koti.mbnet.fi/dima/downloads/ags_255.zip

yeknomten

Quote from: terranRICH on Mon 16/06/2003 01:51:35
Quote from: CJ on Sun 15/06/2003 22:18:21* Disabled auto-complete in the dialog script editor.

Why, what was the problem with it? I found it very useful and handy.  :-\

BtW, good lord, Chris! You update AGS faster than a fat lady at a prom with no clothes on! Weehaw!!!


He means the DIALOG script editor, not the script editor. otherwise when you type stop or something, it would try to complete it with a StopCharacter function or whatever, and it was just annoying.

Pumaman

#20
QuoteWasn't this already added, or does this now work if you are using a bullet pic for dialogs? I remember asking awhile back if you could add the ability to just push a number to get the dialogs lines to work, and you did, so I'm guessing that it works with bullets now?

Scummbuddy: I think you're misunderstanding. What this new option does is to go through the game and add a "&1"-style thing to the start of every DisplaySpeech, dialog speech and speech message in the game. The idea is that once you finish making your game you can make it voice-compatible with one click (obviously then you have to record the voices, but I can't do that for you :P )


Terranrich: as yeknomten points out, the key word is "dialog". :)


Oh, one final thing. If anyone's trying out the RGB tint and wondering how it works, it converts the character to greyscale and then applies the specified colour levels to it. I'm considering adding an option for the tint style, if you'd like it to work a different way.

Igor

Quote from: CJ on Sun 15/06/2003 22:18:21
* Added RGB tint option for regions as an alternative to light level.
* Implemented multiple select for dragging and deleting sprites in the sprite manager.
* Added ability to delete sprite folders (USE WITH CARE!!)
* Added option for characters to turn to face their new direction when using FaceLocation/FaceCharacter.

Fantastic! Thanks a lot Chris!
Now... excuse me, while i'm going to sacrifice a few more chickens on AGS altar in my closet.

Gilbert

By the way, I forgot to tell ya CJ, that if you put a Wait()  function in Game_start() of the global script the engine will crash. This is no big deal, as you SHOULD NOT do that anyway, I was just doing something silly when I found this problem.

Proskrito

Quote from: Gilbot V7000a on Tue 17/06/2003 05:15:30
By the way, I forgot to tell ya CJ, that if you put a Wait()  function in Game_start() of the global script the engine will crash. This is no big deal, as you SHOULD NOT do that anyway, I was just doing something silly when I found this problem.

I got a similar problem, but instead of Wait, i got it with SetPlayerCharacter(), setting the current player character. (also in Game_start. but i dont know if it happened because i tried to set as player the  one that was the player yet, or if its really a bug. This is what i got anyway:

0xc0000005 occured in ACWIN.EXE at EIP = 0x0041F40E;
preogram pointer is -42, ACI version 2.56.571, gtags (62,30);

Archangel (aka SoupDragon)

I'm guessing, prosc, that ags hasn't initialised the player character at the time you're trying to call that function. In any case, why would you want to SetPlayerCharacter at the start of a game, when you can do it in the editor?

Proskrito

Archangel, i have a custom function that, apart from setting the player character, sets other things up, so i put that function in the game_start for setting the "other" things.
I said that my problem was like Gilbot´s because he said:
QuoteThis is no big deal, as you SHOULD NOT do that anyway, I was just doing something silly when I found this problem
So, no problem and thanks for the explanation :)

edmundito

Hmm... I just noticed something interesting... and I'll call it a glitch for now: When you're in a dialog conversation, every time there's a new line said the current cursor (before the dialog) flashes for like a frame, making it look kind of odd. It seems that it happens every time another character speasks. this has been around for a while, and I think I did a nasty workaround in my game, but I'm sure that everyone would benefit from an automatic system.
The Tween Module now supports AGS 3.6.0!

TheYak

Quote from: PeaceMan on Mon 16/06/2003 15:31:19
Great. Does this mean I can use different coloured lighting effects such as a neon sign shining on the character?

That's my question too, is this implemented for characters also?  This could help tremendously when trying to do niftier graphics for games.  For example, stepping in front of a glowing red furnace highlights character red; or walking behind a green jar could be set to make the character green?  'twould be awesome. (I'm beginning to think I'll hafta reconsider a B&W only game)

TerranRich

CJ: Oh... :P I never pay attention, you know that. ;)

netmonkey: I have that same glitch too. It does look...amateurish :P I DEMAND better from you, Jones!

YakSpit: I assume since the tinting was added to regions, that characters would be included. And a B&W game...has that ever been done, commercial or otherwise? :)
Status: Trying to come up with some ideas...

TheYak

The first couple commercial graphic adventures were black and white...   and the first time I played SQ3, it was in black and white due to its shoddy CGA support at the time.

TerranRich

Okay,  so no intentionally-B&W games barring techonological limitations. Hmm, so whoever made one would make history with teh first ever intentionally B&W adventure game. :)
Status: Trying to come up with some ideas...

Igor

YakSpit- yes, it works on characters (instead of light level, you select a RGB level and it will work).

TerranRich

#32
Quote from: CJ on Mon 16/06/2003 22:25:44
QuoteWasn't this already added, or does this now work if you are using a bullet pic for dialogs? I remember asking awhile back if you could add the ability to just push a number to get the dialogs lines to work, and you did, so I'm guessing that it works with bullets now?

Scummbuddy: I think you're misunderstanding. What this new option does is to go through the game and add a "&1"-style thing to the start of every DisplaySpeech, dialog speech and speech message in the game. The idea is that once you finish making your game you can make it voice-compatible with one click (obviously then you have to record the voices, but I can't do that for you :P )

...


Holy shit, I just read this...so you're saying that with ONE CLICK, I can add the appropriate &1, &2, ,etc. to the beginning of EVERY dialog line and DisplaySpeech line!?!? What about the narrator? And what about the Message Editor under the Interactions Editor?

;D ;D ;D
Status: Trying to come up with some ideas...

Snake

#33
Quote* Increased max cursors to 20 (though the new ones will only activate the Any Click event at present).
YI.....PAAAAAAAAAY!!1

Quote* Sprite manager now remembers which folder you were in before when selecting new item graphics.
Sweet! No more annoying switching of folders every time ;)

GREAT work, CJ!

Keep it up!


--Snake
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

Timosity

#34
sorry to be off topic

Quote from: terranRICH on Tue 17/06/2003 23:45:14
And a B&W game...has that ever been done, commercial or otherwise? :)

I think that "Cubert Badbone PI" the one that got "Best Game" in the TCN awards was in B&W, I haven't played the whole thing, It was made by the other Squinky.

Also in the June MAGS aussie's Casablanca game is in B&W, and I'm sure I've played others that I can't recall in B&W

It is a good look for a game if the style is right.



**Also I still can't believe CJ and his work ethic, Imagine if people worked that hard on there games. (I'm sure some people do, I know it's hard to judge progress on peoples games, I know I've been working hard on my latest project since end of Feb, and only cracking the surface, allthough it is long and what's been done is longer than most ags games already.
And I know others' have been working on projects much longer than me) but generally speaking, CJ works harder than anyone else here.

Alex Lowes

here is a very important bug.
with this version you cannot make a new game :o ::)
when you click new game there is No template to choose thos no next button to continue with the game making ;)

Spyros

That's because it's a beta version. You can use the normal template from 2.55

MHawk

Hi, I'm new here and I actually haven't tried the new beta version, but I have a couple of comments/suggestions.  I hope this is a good place to post them...I couldn't find a better place.

Quote from: CJ on Sun 15/06/2003 22:18:21
* Implemented multiple select for dragging and deleting sprites in the sprite manager.
* Added ability to delete sprite folders (USE WITH CARE!!)

Will you also be able to Move Folders?  The would be a great help if you decide later to group all your character folders together, all your inventory item folders together, etc...

Quote from: CJ on Sun 15/06/2003 22:18:21
* Disabled auto-complete in the dialog script editor.

Can you also disable the Auto-complete when writing comments in the Script Editor?  It's a little annoying to have the box pop-up when just writing a comment about what the code is doing.

Side Note: With Auto-complete could you also do it for properties like character[EGO]. and have a list of all the variables.  It's not vital, but it would be nice.

Other Suggestions:
1) Can you have more tools for making masks in the Room Editor?  
A box tool would be very useful.  So would a circle/ellipse tool.
And maybe even a fill tool that relies on the background: so, if you have a solid object or an object with similar shades (have a tolerance level) of a certain color (in the background) you can flood fill only that part automatically.  Similar to the Magic Select/Fill in Photoshop.

2) Can you have the Mouse Position Label in the Room Editor still update while the script window is showing?
It's really annoying to have to close the window and save the script just to find the position I need to move a character too.  It would be nice to just move the window aside and be able to still get numbers.

3) In the Script Editor can you have a button or a menu item to open up the message dialog editor?
It would be useful when creating custom interactions with a script.  Rather then having to remember to create the message before hand or closing the Script Editor and going to the message editor...and so on.

4) Would it be possible to have an options for no transparency when importing sprites?

5) Could you also make importing tiled sprites easier?
Maybe by having two text boxes with the number of x and y tiles and automatically determing the tile size for the selector.
At least have the selector snap to the tile size rather then trying to line the selector up perfectly with the image before being able to drag a selection of tiles.  Is it just me or is it hard to click on the very left edge sometimes?

I think that's all for now!  Thanks a lot.  AGS is great!

petaglair

when i upgrade my game to another ags version(not this beta in particular)
how can i make sure that all my pasts works will be ok in the new exe. Will the game simply crash or will i have to test everything in my game...

i have a game in progress in version 2.52 can i upgrade safely to 2.55 or 2.56, will i have to re-edit somethings

I say that because i started this game longtime ago on an old ags version and when i upgraded to 2.5x everything was messed up the new compiled exe so i had to re-start all from scratch

anyway good job CJ
Avec Nutricrotte° je voie là  differanse j'est même developper du mucsle

bspeersismyfather

Quote from: MHawk on Fri 20/06/2003 04:49:55
Hi, I'm new here and I actually haven't tried the new beta version, but I have a couple of comments/suggestions.  I hope this is a good place to post them...I couldn't find a better place.

Okay, but suggestions usually go in a specific suggestions thread.  Also, It's a good idea to read up old posts, FAQs, the knowledge base, etc first, because in this case, most of your suggestions have been addressed.

Quote
* Disabled auto-complete in the dialog script editor.

Can you also disable the Auto-complete when writing comments in the Script Editor?  It's a little annoying to have the box pop-up when just writing a comment about what the code is doing.

This is up to Chris, but I doubt it would be worth the effort.  Adding comments is not the same as dialog--dialog is a completely different section, so blocking auto-complete from it is relatively straight forward.  Adding comments is actually done within the script file and only blocks the program recognizing the script when the room is compiled or run.  Since that step is not taken during scripting, it's unlikely that cancelling auto-complete here would be easy enough.

Quote
Side Note: With Auto-complete could you also do it for properties like character[EGO]. and have a list of all the variables.  It's not vital, but it would be nice.

This might cause confusion and actually more annoyance as there are many other uses for the word "character" than character[EGO].  Though it's ultimately a good suggestion, I'm just not sure if it would work without getting in the way.  But that's up to Chris, obviously.

Quote
Other Suggestions:
1) Can you have more tools for making masks in the Room Editor?  
A box tool would be very useful.  So would a circle/ellipse tool.
And maybe even a fill tool that relies on the background: so, if you have a solid object or an object with similar shades (have a tolerance level) of a certain color (in the background) you can flood fill only that part automatically.  Similar to the Magic Select/Fill in Photoshop.

Hey, guess what!  Photoshop already has these abilities.

Okay, so there's no need for my pointless sarcasm, but you should know that these have been asked for many times, and it just isn't feasible.  It would increase the run-time to something approaching that of a graphics program, with little net reward.

The simplest way to accomplish this is just to import a mask.  It's one of the options in the area editor.  Simply take your original image, do exactly what you described to it in a graphics program and import the file as a mask.  Basically it's using a program actually designed for that purpose rather than re-inventing the mouse-wheel.  Import mask.  The simple way.

Quote
2) Can you have the Mouse Position Label in the Room Editor still update while the script window is showing?
It's really annoying to have to close the window and save the script just to find the position I need to move a character too.  It would be nice to just move the window aside and be able to still get numbers.

Do you mean update or not update?  If the mouse position updated, it would be different as you clicked through the script file.  You want it not to update, I believe.

I'm not sure if that is feasible, but if it is, I agree it would be a good idea.  I would go one step further and suggest the ability to copy and paste co-ordinates, saving time when leaping from room to room.  THough this could be avoided by simply writing down the numbers in a note-pad document. Still, suggestions should be posted separate from this thread, which is just for 2.55 info.

Quote
4) Would it be possible to have an options for no transparency when importing sprites?

While this is not possible right now, it should be easily possible to just put a dot of an unused colour in the top left-hand corner and make that colour transparant.  That way there would be no extra coding needed into the engine, and would only take the artist about 15 seconds.

Quote
Is it just me or is it hard to click on the very left edge sometimes?

Yes.  I often have this problem as well.

But for future reference, please make suggestions in another thread.  Generally speaking it isn't preferred to change technical discussions from one topic to another (though oldbies and newbies sometimes do it anyway).

Thanks!

Matt Goble

Quote
2) Can you have the Mouse Position Label in the Room Editor still update while the script window is showing?
It's really annoying to have to close the window and save the script just to find the position I need to move a character too. It would be nice to just move the window aside and be able to still get numbers.

You can already right-click on your room to copy those co-ordinates to the clipboard, or do you mean to get multiple sets of co-ordinates from a room?

Quote
4) Would it be possible to have an options for no transparency when importing sprites?

If you are working on a high colour game when you import a sprite use 'Index Colour 0' option for transparency - that's always worked for me in the past.

Quote from: CJ on Sun 15/06/2003 22:18:21

Changes since 2.55:

* Increased max sprite folders to 500.
* Increased max sprites to 15000.

Crikey Chris, more IS more!

Keep up the good work!

Matt

Scorpiorus

QuoteAGS 2.56 beta 1 - Sir Roger Moore edition
What a nice version with the extremely handy features. Thanks! :)

Quote* Fixed "player.inv[index]--;" also decrementing inv[index+1]
Now there is no worry about the using of different variable types! thanks again for that fix.

Quote* SetPlayerCharacter now changes the mouse cursor if an inventory item of the old character was active.
hehe, you fixed it. Yep, it should be, especially for LucasArts-style GUIs. Without it one could cheat the game by giving an active item to another character in the different room for example (provided a game has that hole of course).
But what I have noticed is that a cursor mode is changed into the next one. Even if another character has an active item it still jumps to the next one. What do you think about keeping MODE_USEINV mode and only changing active item if another char has some other active item too?

-Cheers

bspeers1000

Quote
You can already right-click on your room to copy those co-ordinates to the clipboard

Wow! I did not know that! That would save me a lot of work.  Guess I'm ignorant too.

On Topic:  This new version is excellent!  No complaints here.

Pumaman

Quote from: Scorpiorus on Sat 21/06/2003 13:32:51
But what I have noticed is that a cursor mode is changed into the next one. Even if another character has an active item it still jumps to the next one. What do you think about keeping MODE_USEINV mode and only changing active item if another char has some other active item too?

Seems sensible, I'll do that.

DinghyDog

This is late (I've been at school, people, no time.) but I'd like to congratulate you one one thing that wasn't there when I left:

When typing the code, and coming to a set function like DisplaySpeech, it gives you the syntax right there instead of you having to look it up. Congratulations. Brilliant.

I'm done.

-DD
It's yer owld pal Dinghy Dog!!

TerranRich

Quote from: DinghyDog on Sun 29/06/2003 19:21:05
This is late (I've been at school, people, no time.) but I'd like to congratulate you one one thing that wasn't there when I left:

When typing the code, and coming to a set function like DisplaySpeech, it gives you the syntax right there instead of you having to look it up. Congratulations. Brilliant.

I'm done.

-DD

Yup, I love it too. It's reminiscent of Visual Basic, a feature of which I absolutely love. :D
Status: Trying to come up with some ideas...

Dave Gilbert

Hi, is it just me or does the music sound a bit funny with this beta?  It's hard to explain, but all my MIDI music sounds extremely echo-y.  It didn't sound like this with the previous version.

Adamski

* Added MIDI controller event support, so that MIDI commands such as sustain will now work.

I guess if your midi file has reverb enabled, AGS will now not-ignore it.

Pumaman

MIDI music in AGS *should* now sound like it does in winamp.

It's possible there's a bug though, so Dave could you test out one of those MIDI's in another player such as winamp and see how they sound.

Gregjazz

Keep the amazing work up, CJ. One of these days we'll buy you a new car or something.

It would be cool if there was an option to automatically outline any font with black.

Gilbert

BUMP

Just want people to see that beta 2 was released. :)

TerranRich

Quote* Added SetCharacterBlinkView and SetGUISize text script functions.

Awesome, SetGUISize could be very useful.

Quote* Added "Lock objects in position" checkbox to the GUI editor, to stop you accidentally moving objects when trying to select them.

Wasn't this already implemented? I remember that option having been there for ages.

Quote* Added extra "Blinking" view to draw an extra animation on top of the character's speech animation intermittently while they are talking. Currently Sierra-style speech only.
* Added 'goto-previous' dialog script command to return to previous topic.
* Added new "Box out" screen transition, which uses an expanding black box from the centre of the screen.

Ooh, neat! :D

Quote* Script editor is no longer a modal window (but only if it's not opened from the interaction editor).

Ah, I was just about to ask for this feature, too. :) Awesome.

Quote* Sierra-style speech now shrinks the width of the text window if the text is narrower than the screen width.

Awesome! ;D

Quote* Changing a hotspot name now correctly marks the room as modified.
* You are now always prompted to save changes to a room when loading another one - the Preferences setting only affects the prompt when you choose the "Save Room" option on the menu.
* SetPlayerCharacter now leaves the cursor mode as Use Inv if the new character has an active inventory item.
* Fixed Sierra-style speech box overrunning the face if it had wide borders.
* Fixed SetPlayerCharacter crashing if called from game_start.
* Fixed RunAGSGame not working if mode was passed as 1.
* Fixed dialog options moving across the screen in non-GUI mode.
* Fixed editor crash typing >200 characters into a label.
* Fixed dividing by zero in the script causing a fatal exception.

Very cool.

Awesome work, it just gets better and better with age. ;)
Status: Trying to come up with some ideas...

evilspacefart

Awesome! I'm still using 255 and CJ's got 256beta2 already. He should be knighted too.
CJ, can I buy you a drink?

Vel

Awesome! This blinking view is very useful! Thanks, Chris!

Dave Gilbert

Chris, do you have a team of coder slaves locked in a computer lab somewhere?  The fact that you manage to do this all by yourself continues to astound and amaze me.

Three cheers!  :-)

-Dave

Mennuz

Damn chris, your faster than a nymfomaniac's orgasm!

Vel


ThunderStorm

Wow, cool updates! I have to try the box-out transition, and thanks for implementing that 'lock gui elements' checkbox that fast!

By the way - Is there a way to check the GUI's current x and y location? I was sure there was a GetGUIPosition cammand, but I can't seem to find anything like that.

Timosity

#58
Quote from: terranRICH on Thu 03/07/2003 04:25:27
Quote* Added "Lock objects in position" checkbox to the GUI editor, to stop you accidentally moving objects when trying to select them.

Wasn't this already implemented? I remember that option having been there for ages.

I haven't looked at this version yet but I think it means like locking buttons etc on a GUI not just normal objects in a room, I think that's what it means

Pet Terry

Darn neat!

Box-out transition will be just what I need for my "Sekrit projekt!1" ;)
<SSH> heavy pettering
Screen 7

TerranRich

Quote from: Tìmosíty on Fri 04/07/2003 13:42:25
Quote from: terranRICH on Thu 03/07/2003 04:25:27
Quote* Added "Lock objects in position" checkbox to the GUI editor, to stop you accidentally moving objects when trying to select them.

Wasn't this already implemented? I remember that option having been there for ages.

I haven't looked at this version yet but I think it means like locking buttons etc on a GUI not just normal objects in a room, I think that's what it means

Oh! Well, in this case... Chris, how about making it so that, if you have two or more items in a GUI overlapping, clicking in a place where they overlap over and over again will alternate between the objects beneath that coordinate? Is that possible? I have a label over a button (used for an image), and selecting just the label is hell unless I first move the image underneath it. :)
Status: Trying to come up with some ideas...

Scorpiorus

#61
CJ, two things I discovered while was playing with beta2:

- using black box out transition in the 256-color game affects the screen colors.

- checking Run next loop after this for blinking view loop crashes the engine while run-time speeching.

-Cheers

Pumaman

#62
Thanks, I'll get them fixed.


Terran: good point, I'll add that to my list.

scotch

Beta 3 is the best beta ever :'(

Thankyou so much CJ!

The scaling problem fixed, custom properties, crossfade.  Is there anything left for version 2.57?

Vel


edmundito

#65
w00t w00t!

wow, this properties thing will be pretty handy...

hey, some of the borders around boxes in the editor have disappeared. like for example the white box that shows the sprite on the sprite manager has no border at all. I'm not sure if you meant for this to happen or something... just letting you know :P

And to quote myself:
Quote from: netmonkey on Tue 17/06/2003 23:27:38
Hmm... I just noticed something interesting... and I'll call it a glitch for now: When you're in a dialog conversation, every time there's a new line said the current cursor (before the dialog) flashes for like a frame, making it look kind of odd. It seems that it happens every time another character speasks. this has been around for a while, and I think I did a nasty workaround in my game, but I'm sure that everyone would benefit from an automatic system.

I was just wondering if you ever looked into this.

Also, I just noticed that if you test a 256-colour game and you select the "cross-fade" transition, the editor will warn you that cross-fade will not work (when it compiles), but the game crashes anyway. When I read it, I thought it meant that the game was going to run anyway, but it was not going to play the transitions since it's 256. Maybe you should be more clear on the message for n00bs (like me... wait, I ares not a n00b)
The Tween Module now supports AGS 3.6.0!

Spyros

Thanks Chris "Anyway, I had some time to work on AGS lately, so here's what we have" Jones

evilspacefart

Quoteif ((player.room == 14) || (player.room == 27) || (player.room == 33) || (player.room == 64))

now becomes:
if (GetRoomProperty("CanBeAttackedHere") == 1)

:o :o :o

thanks, Chris! This has gotta be the most awesome addition!
sssoooo awesome yeah!

Scorpiorus

Quote* Added Custom Properties to allow you to easily specify options for hotspots, characters, rooms, objects and inventory. See below for more info.
Wow, what a most coolest-est feature!! Can't wait to to test it. :o

Quote* Added ability to change sprite numbers in the Sprite Manager.
Special thanks for that one. Now we can take the full control of sprites.

Quote* Added option for characters speed to be adjusted in line with their scaling level. (Yes, now you can all shut up about it :P  )
Just one more word: Amazing! :D shu... :-X  ......


-Cheers

Pumaman

Quote from: netmonkey on Sun 06/07/2003 19:25:27
hey, some of the borders around boxes in the editor have disappeared. like for example the white box that shows the sprite on the sprite manager has no border at all. I'm not sure if you meant for this to happen or something... just letting you know :P

Hmm oops, well spotted, I'll put that back.
Have any of the annoying black borders you got in WinXP gone away now at all?

QuoteHmm... I just noticed something interesting... and I'll call it a glitch for now: When you're in a dialog conversation, every time there's a new line said the current cursor (before the dialog) flashes for like a frame, making it look kind of odd. It seems that it happens every time another character speasks. this has been around for a while, and I think I did a nasty workaround in my game, but I'm sure that everyone would benefit from an automatic system.

I'll take a look at that later.

Quote
Also, I just noticed that if you test a 256-colour game and you select the "cross-fade" transition, the editor will warn you that cross-fade will not work (when it compiles), but the game crashes anyway. When I read it, I thought it meant that the game was going to run anyway, but it was not going to play the transitions since it's 256. Maybe you should be more clear on the message for n00bs (like me... wait, I ares not a n00b)

The message tells you it won't work, and then it doesn't work. How much clearer do you want it to be  :P

edmundito

nope, the black borders are totally gone!!!! ;D So whatever you took out it seemed that it was what was causing it, and except for the sprite box that has no frame, everything else looks fine to me.

There are some glitches if you add that manifest file from wxWindows' website (the one that makes the buttons look all xpish and stuff), but I don't use it anyway...  :P
The Tween Module now supports AGS 3.6.0!

Robert Eric

What?  Another one?  

* Robert Eric cuts Chris' arm and exposes wires.

I knew it.
Ã, Ã, 

deltamatrix

This Property thing looks good CJ! Your example directly links to a scripting issue in my game. This should make things easier. Thanx!
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

TerranRich

Again, Chris, you've added something that I have no clue how to use, that's how powerful it is. I'll have to mull this item properties feature over a bit to see how I can use it. Man, you blow my mind sometimes. NOW STOP IT! ;D ;D
Status: Trying to come up with some ideas...

Proskrito

#74
Ouch! i might change the lucas templates to use the new properties thingie, that way looks neater than mine. But it seems like i'll have the same problem i have with my properties system, is there (or there will be) a way to change the properties in script?? something like SetHotspotProperty or so?

Erica McLane

Very nice.  ;)
Currently I can`t download AGS because I have some modem problems, I`ll fix them soon.

So Chris, here is the manifest file:

In the same directory as you have your executable (e.g. agsedit.exe) you put a file called agsedit.exe.manifest in which you have something like the following:

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<assembly
  xmlns="urn:schemas-microsoft-com:asm.v1"
  manifestVersion="1.0">
<assemblyIdentity
   processorArchitecture="x86"
   version="5.1.0.0"
   type="win32"
   name="agsedit.exe"/>
   <description>The AGS Editor</description>
   <dependency>
   <dependentAssembly>
   <assemblyIdentity
        type="win32"
        name="Microsoft.Windows.Common-Controls"
        version="6.0.0.0"
        publicKeyToken="6595b64144ccf1df"
        language="*"
        processorArchitecture="x86"/>
   </dependentAssembly>
   </dependency>
</assembly>

You can build it in the AGS editor using the following line:

1 24 "agsedit.manifest"

TerranRich

Chris, I have a suggestion. It's a really small one, but something that I could really really use and wish I didn't have to script to work around it. When interacting with hotspots, what if there was also an option beside the walk-to thing where you could have the player also face a certain direction after interacting with the hotspot and walking to it. Like a checkbox where you can toggle this per hotspot, then either give a direction, or maybe even just inputs for coordinates, or even wherever the player clicked, as a default value. Would this be possible?

If this were implemented, then mylife would be complete and all will be right with the world. ;D
Status: Trying to come up with some ideas...

ThunderStorm

*Gasp* - Wow, this is the most amazing beta update I have ever seen, perhaps apart from the windows editor. It's only some days ago that I thought something like these properties could be useful.

Now please reward yourself with a candlelight dinner or a bottle of beer or something.  ;)

Pet Terry

Oh my! Have a cookie now :) I don't usually download betas, but now I have to because of all these cool features!
<SSH> heavy pettering
Screen 7

Pumaman

#79
Quote from: Proskrito on Mon 07/07/2003 10:57:36
Ouch! i might change the lucas templates to use the new properties thingie, that way looks neater than mine. But it seems like i'll have the same problem i have with my properties system, is there (or there will be) a way to change the properties in script?? something like SetHotspotProperty or so?

I am not currently planning to allow the properties to be changeable at runtime, but I'll consider it for a future development.

QuoteSo Chris, here is the manifest file:

Thanks, but I really don't recommend running AGS with the manifest file. As netmonkey says, the editor looks better without it.

QuoteWhen interacting with hotspots, what if there was also an option beside the walk-to thing where you could have the player also face a certain direction after interacting with the hotspot and walking to it

I'm not quite sure exactly what you're after, but couldn't you do it in your on_mouse_click script?


ThunderStorm/Petteri: thanks, I'll do that  ;)

Robert Eric

By the way, Chris, could you briefly explain the regions to me?
Ã, Ã, 

RickJ

The property thing is really cool.  Being able to change property values at run-time is really way cool. :)  Also, would it make sense to have Game Properties as well?    

TerranRich

CJ: I didn't think of that. If I put in a face-location command on the on_mouse_click function, wouldn't it occur before the character walked to the hotpot's walk-to point? If so, I was thinking of a way to have the character face that location after the walk-to was performed.

I dunno, I just thought it would be an easy suggestion, but it might clutter things up a bit and might not even be necessary. Sorry.
Status: Trying to come up with some ideas...

RickJ

Custom Properties - possible bug

CJ are custom properties supposed to be specific to each entity?  If so I found a problem.  I defined some properties for a room but when I look at a character's or inventory item's custom properties they are the same as the ones defined for the room.  Is this how it is supposed to work?

Joseph DiPerla

Hey Chris, I dont know if this is a bug or a feature that needs to be implemented, but hopefully its a bug, as you have already asked us not to post suggestions during beta releases.

My bug/suggestion is that when ever you do a right click and you try and display lets say a GUI, everything in the game stops. Only the GUI works. Is there anyway you can fix it or atleast give an option that if the GUI is turned on during gameplay, that it wont stop the gameplay?

Is there a code workaround to this?

JD
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

Rui 'Trovatore' Pires

Now, I don't want to sound rude, Joseph, but have you read the manual? A GUI that's defined as a Popup modal (a.k.a. script only) always pauses the game. It's normal. If you want your GUI not to do that, try using GUIOn and GUIOff and leaving it's property as "normal."
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

SSH

Maybe the bug is that "script only" must be the most misleading option name since "National Socialist" appeared on German ballot papers.  :P
12

deltamatrix

SUGGESTION

Can you add SetScreenTransition to the interaction editor, please!?

It'd be easier because I want to change them often depending on what kind of room your at.
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

Joseph DiPerla

NO RedruM you dont sound rude. Yes you are right, I should read the manual. Only problem though is, I did read the manual, OVer and over and over etc... I have been experienced with AGS for a long time, but even programmers with long programming experiences have trouble with the simplest things. Your right that a manual does exist, but it is large, thus some words and topics slip from right under my eye. Even the more simpler things. So I do ask for your patience (Sorry if I upset you) on this. Thanks ;)

But thank you so so so so so so so so so so much for posting your solution. I appreciate it. I will try and be more careful for further times. I will use Normal mode then in my games. Thanks. :)

JD
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

Pumaman

QuoteCJ: I didn't think of that. If I put in a face-location command on the on_mouse_click function, wouldn't it occur before the character walked to the hotpot's walk-to point? If so, I was thinking of a way to have the character face that location after the walk-to was performed.

Hmm ah I see what you mean, I'll have a think.

Quote from: RickJ on Tue 08/07/2003 13:13:52
CJ are custom properties supposed to be specific to each entity?

The property values are specific to each, the schema is not. As I'm not sure exactly what you mean to be the problem, let me attempt both:

* if you mean that you set a Room property 'Jibble' to 5, and then a character's 'Jibble' property is also changed to 5, that's a bug but I haven't been able to duplicate it myself.

* if you mean can you have a different schema for different types of thing, the answer is no not currently - there are enough properties to go round that even if one is only applicable to rooms, for example, you can just leave it blank in other types of thing.

QuoteMaybe the bug is that "script only" must be the most misleading option name since "National Socialist" appeared on German ballot papers

Which is why it was renamed to "popup modal" a couple of versions ago :P

QuoteSUGGESTION

Can you add SetScreenTransition to the interaction editor, please!?

I don't normally accept suggestions in beta threads, but I'll add this one to my list, it doesn't sound like too much work.





TerranRich

I really should've started a new topic regarding my suggestion, but this is actually a suggestion to improve a new feature... I want to use GetHotspotProperty() in the on_mouse_click event to check if a certain hotspot in a certain room is one where the player normally walks to and then looks at. Only problem is, you really can't access any hotspots from a global function. Maybe you could add another parameter in that function (and the others too, I suppose, to keep things similar) to get a certain hotspot in a certain room. As it is, you can only access it from within the room itself apparently. Is this possible?

:) Sorry if I'm cluttering up this thread.  :-\
Status: Trying to come up with some ideas...

Scummbuddy

Wow.  I leave for a week and expect just a couple boards with many posts to read when I get back, but no, I miss an update.  A large one at that.  Bueno job Chris Jones.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

CiacioZ

WoW! The custom properties! I'm very happy that my suggestion is implemented yet! I'll test it as soon as possible :)

I'm proud to be useful for the development of this engine :-D

Greetings CiacioZ

Raggit

Man, CJ's a machine!!!

He's so very fast a mass-producing this awseom engine!

Guess I give it a try.  Oh, by the way Chris, have you considered adding a night and day transition timer to the engine? You know, like the user could check something in the big main menu thingy where you select all that other stuff like speech style stuff.  It could just be global timer and after some many minutes or whatever amount of time the player chooses the screen tints black or blue or whatever.

Just a suggestion!

Thanks for the new engine!  :)
--- BARACK OBAMA '08 ---
www.barackobama.com

RickJ

Custom Properties

Quote* if you mean can you have a different schema for different types of thing, the answer is no not currently - there are enough properties to go round that even if one is only applicable to rooms, for example, you can just leave it blank in other types of thing.
I guess intuitively, I thought that there would be different schema for different types of things.  In my mind properties used for rooms mostly wouldn't be applicable to characters, hotspots, etc, and vise versa.   IMHO having seperate schema would be better.

I also managed to confuse myself as well.  The default values showed up everwhere as they should.  It just game me the impression that changing a value in one place would be carried over to other places.  

In addition having game properties would be useful as well, IMHO.   Please consider adding this in a future version.

I really like the idea of custom properties and expect to make great use of them.  Please take the above comments as my review/evaluation of this new feature and make use of them as you will.  Thanks for implementing such a great idea.  

Cheers
Rick

Scorpiorus

Chris, I was playing with palettes in 256-colour mode and encountered the strange thing with the animated backgrounds. While animating it seems that the frame number 0 (main background) always uses the palette of the previous frame. For example, I have two identical backgrounds but with the different palettes. I import the first background as the main one (without remapping the slots). Then import the second but as an animation frame (frame 1). The second one maintains it's slots as well (use exact palette slots is ticked) but uses it's own palette (share palette is not ticked). While I expected alternation between two backgrounds it showed me only one (actually they were two different using the same palette). SetBackgrooundFrame() function behaves itself the similar way. If I pass 0 as parameter it changes the frame but leaves the old palette.
The stuff occurs only for frame 0. Btw, I found the solution by calling UpdatePalette() just after frame 0 has been displayed. A little test game: pal_test(220kb) for AGS256beta3

I got it with AGS256beta3 but think it was there before. :P

-Cheers

Pumaman

Quote from: RickJ on Wed 09/07/2003 15:35:52
I guess intuitively, I thought that there would be different schema for different types of things.

To begin with, I was going to have a different schema for each different type of thing. But then, I thought that you'd probably want to use a "default interaction type" property for hotspots, objects, characters and inventory - and therefore it made more sense to share the schema.

I did consider making the room one different, but thought that would cause too much confusion with people wondering why options were showing up in some but not in others.

I do see your point, but I'm not really sure at the moment what the best solution to this is.

Quote
Chris, I was playing with palettes in 256-colour mode and encountered the strange thing with the animated backgrounds. While animating it seems that the frame number 0 (main background) always uses the palette of the previous frame

Thanks for the report, I think I see what's happened - there seems to be a bug where if you import a background with it set to share the palette, the first frame in that room then gets stuck on "share palette" and you can't revert it even if you later import a non-sharing background. I'll work on a fix.

Scorpiorus

Aha, CJ, you are right. I just have tried to start from scratch and it works. Actually I had tried to create a new room but it didn't help. Now I think I understand why: I used a new room option from the AGS main menu but it seems the editor doesn't erase that frame0 shared pal setting when creating a blank room. So since the old room had that bug the new one inherits it as well.


-Cheers

undergroundling

#98
EDIT: Sorry, didn't see the bit about no requests here  :-[

Great engine, I really like the new improvements.

RickJ

QuoteTo begin with, I was going to have a different schema for each different type of thing.
hehe... If you did I probably would have said the following ...
QuoteBut then, I thought that you'd probably want to use a "default interaction type" property for hotspots, objects, characters and inventory - and therefore it made more sense to share the schema.

:);D:)

Zeuz

the speed adjusting with scaling doesent work on my PC
it works so far that my character walks not smoothly but his speed doesnt reduce with his size
what is my fault?

Pumaman

Quote from: Zeuz on Fri 11/07/2003 17:43:36
the speed adjusting with scaling doesent work on my PC
it works so far that my character walks not smoothly but his speed doesnt reduce with his size
what is my fault?

Did you check the "Adjust speed with scaling" checkbox for that character in the editor?

Vel

Chirs you Rule!

Chris Jones for king!

Pumaman

Quote from: netmonkey on Sun 06/07/2003 19:25:27
Hmm... I just noticed something interesting... and I'll call it a glitch for now: When you're in a dialog conversation, every time there's a new line said the current cursor (before the dialog) flashes for like a frame, making it look kind of odd. It seems that it happens every time another character speasks. this has been around for a while, and I think I did a nasty workaround in my game, but I'm sure that everyone would benefit from an automatic system.

I've just been looking into this but I can't replicate the problem. The cursor doesn't change for me between one line of speech and the next during a conversation. What exactly is the problem?

Grundislav

#104
Said cursor problem happens to me as well, but I've only seen it when I use a transparent field as my "wait" cursor. Then when the dialog starts, the cursor disappears as it should, but between messages, it becomes visible again for a split second.

Dave Gilbert

Hmm... my multiple inventories no longer work correctly.  :(

I used the old "invisible character" trick for the second inventory (a notebook of clues a la "Discworld Noir), and I switched back to EGO and set it's active inventory to the previous one.  Now, I get the error "Player does not have that inventory."  

Help?

-Dave

Pumaman

Quote from: Grundislav on Sun 13/07/2003 05:46:02
Said cursor problem happens to me as well, but I've only seen it when I use a transparent field as my "wait" cursor. Then when the dialog starts, the cursor disappears as it should, but between messages, it becomes visible again for a split second.

Hmm, I tried with a blank wait cursor, in both lucasarts and sierra-style speech, but between each dialog line I didn't see the cursor pop up at all. Is there any way of replicating this?

Quote
Hmm... my multiple inventories no longer work correctly.

I used the old "invisible character" trick for the second inventory (a notebook of clues a la "Discworld Noir), and I switched back to EGO and set it's active inventory to the previous one. Now, I get the error "Player does not have that inventory."

Can you post the script you're using, so I can see what the problem might be.

Dave Gilbert

Sure Chris.  It's long and complicated, though. :-)

Here is my mouse click code:  


function on_mouse_click(int button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
   if (button==LEFT) // LEFT CLICK
   {
    GUIOff(2);
    ProcessClick(mouse.x, mouse.y, MODE_WALK);
    if (GetCursorMode() == 4)
       {          
         ProcessClick(mouse.x, mouse.y, MODE_USEINV);        
       }
    else
      ProcessClick(mouse.x, mouse.y, MODE_USE);
    }    



else if (button==RIGHT) // RIGHT CLICK
 {
   
    SetPlayerCharacter(EGO);  
   GUIOff(2);
   //Display("Turned off GUI 2");
   SetCursorMode(6);
   //Display("Set cursor mode to 6");
   ProcessClick(mouse.x, mouse.y, MODE_LOOK ); // SINGLE-CLICK RIGHT
   //Display("processed look mode...");
   SetGlobalInt(30,0); //set "holding item" flag to 0
   
       
 }



else if (button==LEFTINV) // LEFT CLICK ON INV
 {
   if (GetCursorMode() == 4) //if holding item
   {
     RunInventoryInteraction (game.inv_activated, 4);
     
    }
     
   else
     {
      if (game.inv_activated == 17)  // if selected handkerchief
         {
           AnimateCharacterEx(EGO, 5,0,0,0,1);
           Wait(10);
           FaceCharacter(EGO,DOC);
           Wait(10);
           MoveCharacterBlocking(EGO, 132, 185, 0);
           DisplaySpeech(EGO, "Thank you, Doctor Quentin.");
           AnimateCharacterEx(EGO,6,0,0,0,1);
           AnimateCharacterEx(DOC, 4,0,0,0,1);
           DisplaySpeech(DOC,"Think nothing of it, Ms. Blackwell.");
           LoseItem(17);
         }  
         
       else
       {
        SetActiveInventory(game.inv_activated);
        SetGlobalInt(30,1);  //set "holding item" flag to normal inventory
       }
     }        
 }

else if (button==RIGHTINV) // RIGHT CLICK ON INV
      {  
      RunInventoryInteraction (game.inv_activated, MODE_LOOK); // SINGLE-CLICK RIGHT
      }

}


Here is my adding/losing inventory code:

function AddItem (int x)
{
 Display("Setting PlayerCharacter to EGO..");
 SetPlayerCharacter(EGO);
 Display("EGO SET..");
 Display("Add inventory X...");
 AddInventory(x);
 Display("Added inventory x...");
}


function LoseItem (int x)
{
 LoseInventory(x);
 SetCursorMode(6);
 SetMouseCursor(6);
 SetGlobalInt(30,0);
}

function loseNote(int note)
{
 
 character[INVIS].room = character[EGO].room;
character[INVIS].x = character[EGO].x;
character[INVIS].y = character[EGO].y;
// if you are in a scrolling room, so the viewpoint doesn't suddently shift
SetPlayerCharacter(INVIS);
LoseInventory(note);
// the inventory item you want to add
SetPlayerCharacter(EGO);
character[INVIS].room = -1;
// and remove the invisible character again
SetCursorMode(4);

}

function addNote(int note)
{
 
 character[INVIS].room = character[EGO].room;
character[INVIS].x = character[EGO].x;
character[INVIS].y = character[EGO].y;
// if you are in a scrolling room, so the viewpoint doesn't suddently shift
SetPlayerCharacter(INVIS);
AddInventory (note);
// the inventory item you want to add
SetPlayerCharacter(EGO);
character[INVIS].room = -1;
// and remove the invisible character again

}


And here is my repeatedly execute code, just to cover all the bases:

function repeatedly_execute()
{
 // put anything you want to happen every game cycle here
 
 if ( IsGUIOn(3) ) // if GUI 3 is on
   if ( GetCursorMode() == 4 )
     {
          // set cursor to active inventory
        character[EGO].activeinv = game.inv_activated;
       SetCursorMode(MODE_USEINV);
     }
 
 if ( (GetLocationType (mouse.x, mouse.y) ) ==0)  //if there is NO hotspot
   {
      GUIOff(2); // turn off label
      if (GetGlobalInt(30) == 0)  //if character is NOT holding something, set cursor to normal
      {
        SetMouseCursor(6);
        SetCursorMode(6);
      }
   }
  else  
  {
    if (GetGlobalInt(30) == 0) // if character is NOT holding something, set cursor to red
       SetMouseCursor(8);  
    GetLocationName(mouse.x,mouse.y,buffer);  //get the name of the hotspot
    int px= mouse.x;
    int py = mouse.y-17;
 
    SetGUIPosition(2, px,py);
    GUIOn(2);
    SetLabelText(2,0,buffer);
  }

  if (IsKeyPressed(17) == 1)
  QuitGame(0);

}


Thanks if you can help.  :-)




Pumaman

Which is the line that causes the error?

edmundito

#109
back to the old topic of the editor's look, it looks a lot better now without those black borders... it pleases my eyes :)

The only glitch I see is that the text parser list doesn't have a border, unlike the room list which does.

As for the manifest situation, it's looking pretty good but not good enough. I'll just report this for kicks if you ever decide to jibble with the editor again:

- The xpish buttons have an ugly black border around them, but somehow in the inventory items section they do not. So whatever you didn't do there is what made it look normal. an even more odd example is that if you go to File\Preferences, the "browse..." buttons have the black border but ok and cancel don't!

- The radio buttons haven't changed. all the contents is still black (like a black box with the little radio button) so you can't really read stuff.

- Weird thing is that the "hotspot settings"\"walkable areas"\etc frame name on the Areas section is bold! (and you can read half of what it says b/c of it) I don't know what's going on there either, but I guess manifest is picking it up.

That's it. I'll try to jibble with a wxWindows designer and mess with the radio buttons... I'm just trying to help out (and find an excuse to not work on my game. awful, isn't it? :P)

---

Edit: I was checking on the wxWindows website and last month: "June 13th, 2003. wxWindows 2.4.1 has been released. You can download it from here. This contains bug fixes to 2.4.0, including improved behaviour on Windows XP. "

other than that, I've got nothing. wxDesigner, which I've used before and looked terrible on windows xp actually looks pretty good now. and even the tiny dialog editor that comes with wxWindows doesn't screw up.... so maybe that new version of wxWindows has an answer. :P
The Tween Module now supports AGS 3.6.0!

Pumaman

Thanks, I'll get the text parser list fixed.

Yes, I upgraded to wxwin 2.4.1, which is why the black borders disappeared. They have stated that XP Themes are not supported which is why the maifest doesn't work, but they should be added in the next version.

Now netmonkey, explain that cursor flashing bug!!!111 How can I find it!!1  :P

Dave Gilbert

The crash happens everytime the command

SetPlayerCharacter(EGO);

is executed.

-Dave

edmundito

Quote from: Pumaman on Sun 13/07/2003 21:05:43
Thanks, I'll get the text parser list fixed.

Yes, I upgraded to wxwin 2.4.1, which is why the black borders disappeared. They have stated that XP Themes are not supported which is why the maifest doesn't work, but they should be added in the next version.

Now netmonkey, explain that cursor flashing bug!!!111 How can I find it!!1  :P

NETMONKEY TO THE RESCUE:

Here's the deal: If you check "Always display as speech",  the "Normal text" in the room message editor becomes the player character's speech, right? well, if you're doing a conversation based on messages (instead of using a dialog) then the "normal text" behaves differently than when you select "EGO" (ego being the main character). so when it goes to another character saying a line and it's trying to go back to the "normal text", I guess since it's supposed to go back to a text box after a character says a line, it changes the cursor, but it's not going back to a text box, so it changes the cursor back again to wait.

The end.
The Tween Module now supports AGS 3.6.0!

TheMagician

#113
Hi everyone (but especially CJ),

I just played around with the "adjust walking speed with scaling" thing ... and some very strange things happened:

1. I use the default Roger Sprites (no homemade character). When I scale him down to 50 percent (he already starts doing it with 70 percent) he is moving in an unsteady speed: normal ... slowdown ... normal ... slowdown ... (the walk area uses no continuous scaling)

2. when he moves to a screen edge in the room while being scaled down to 50 percent he stops ... and you have to click one more time to make him jump to the next screen (I used NewRoomEx from the room interaction window). This does not happen if he is at 100 percent.

3. I have to explain this in my bad english .. oh well, let's give it a try: i just found out the following: when you have a 50 percent-area in one room and use a NewRoomEx Command for one of the screen edges from the interaction window to jump to a 100 percent area in the new room, the character first stops at the edge (like above) and then - after you click the second time - he jumps to the correct room - but not to the specified coordinates - he just stays where he was when leaving the room... veery strange. So sometimes he enters the new room - stays in the old position and I can't move him anymore because he is outside all walkable areas.

Am I the onlyone experiencing this?

Can someone help?

Thanks in advance
Stefan

Scorpiorus

Quote* Added option to have the text parser with dialog options, so that the player can either select an option or type something in.
That's very handy.
oh, Chris, and hi thanks for fixing sharing palette problem :)


Some problems with GetGameParameter()...

1. GetGameParameter(GP_ISRUNNEXTLOOP, ...) always returns 0

2. Also if run the next loop after this is checked
GetGameParameter(GP_NUMFRAMES, ...) returns <actual number of frames> + 1 for that loop. :P

-thanks

Pumaman

Dave: ah I think I see the problem, I'll look into it.

netmonkey: Aha! So it's not a dialog problem at all, it's an Always Display As Speech problem! Thanks for working that one out - I'll look into it.

TheMagician: Are you using anti-glide mode?

Scorpiorus:  erm well spotted, I made a rather silly mistake - will get it fixed :)

Dave Gilbert On Vacation

I think I figured out a workaround... I just set the current active inventory item to -1 before setting the player character to EGO, then change it back afterward.  Seems a roundabout way of doing it, but it works.

-dave

Arcangel

Great.
I download the 2.55 version today and not work with it, look the foro and one new version. WOW CJ you are very fast. Good

TheMagician

CJ, I did not use Anti-Glide Mode.

However, now I activated it and the unsteady speed is gone. But the movement of the character now is really slooooow. Just like my comp doesn't have enough resources. (AMD XP 2200, 1024 MB Ram)

Changing the movement speed value of the character doenst help either.

TheMagician

Ben

You'll probably have to speed up your animation, or add more frames to it (or both). Anti-glide mode only moves the character when it changes to a new frame, so if you have a slow animation, the movement will be very chunky..

Pumaman

Ok, RC1 is now out. This should fix the problem when you're not using anti-glide mode.

Alex Lowes


Alex Lowes

WoHouu!!it WORKS :)

now there will only be one problem to solve :)
but instead o whining I will celebrait.

Hail CJ ;)

RickJ

#123
RC1 - Fata exception whil PC was walking behind, through an object.  

Quote
An exception 0x0000005 occured in
ACWIN.EXE at EIP = 0x00426B22;
program pointer is _22, ACI version
2.56.605

- Antiglide mode on
- Scale speed on
- No diagnoals
- Walkable area used continous scaling
- Walkable area allows PC to walk through object
- Crash occurs when PC walks through or on object.

Thats all I can think of now.  I'll zip what  have in case you need to reproduce the failure.

Synthetique

Wohoo! Erroneous! Good word.
Nice job CJ!

Pumaman

Quote from: RickJ on Sat 19/07/2003 05:41:39
RC1 - Fata exception whil PC was walking behind, through an object.  

- Antiglide mode on
- Scale speed on
- No diagnoals
- Walkable area used continous scaling
- Walkable area allows PC to walk through object
- Crash occurs when PC walks through or on object.

Thats all I can think of now.  I'll zip what  have in case you need to reproduce the failure.

I'd appreciate that zip, cheers.

Jimi

I love this. I especialy love the box that appears in the script editor. That is very helpful.

RickJ

CJ here is the zip of the game that crashes.  Just make EGO approach the upright bottle from behind.  If you hit it right you will get the crash.  You may have to try several times, I guess you need to hit the right spot or something.

www.icehouse.net/rickj/ags/es.zip  

Pumaman

Thanks for uploading that.

I tried over 20 times walking up to the bottle from behind, but it didn't crash. Is there any particular direction you have to walk from, or any particular game settings you have to use?

RickJ

It happened to me when walking from behind and maybe a few pixels from the right.  Is there possibly a "sweet spot" or something.  Like the character and object being  located in exactly the same pixel location?  Or perhaps it's a temporal thing where the problem only happens if the character hits a specific location during a specific paret of his animation or other engine operation.  Sorry, that's all I can tell you at this point.  I'll see if I can figure out what to do to reproduce the problem and let you know if I come up with something.  Sorry I'm not able to be more helpful as I know how frustrating it can be trying to solve these sorts of problems.


Pumaman

Hmm, I found a possible cause for the crash - could you try this updated engine:
http://www.agsforums.com/acwin.zip

If it still crashes, could you post the new error message - thanks.

edmundito

Is this a possible bug/glitch? I was playing Apprentice, which was released with one of the 2.56 betas, and I noticed every time a character animation other than the default ones (walk, idle, talking, etc) the "Anti-Aliased scaled sprites" option doesn't take effect and the animation plays quite pixely and stuff.
The Tween Module now supports AGS 3.6.0!

Pumaman

Perhaps they used an object for the animations, or drew the special character animations at the correct size and thus weren't scaled?

eVOLVE

Hey, I just had a quick test of the new engine and found what I believe to be a bug with the new version (at least it never happened with other versions). When going through a dialogue thing and you get it to 'run script' it'll go and run the script, then when it comes back it won't continue where it left off, but will return to giving you the dialogue choice. This means that since two of my dialogues have a run-script in the 'leave conversation' choice, it does the script, then returns back to the choice rather than continuing through and doing the 'stop' command.

Does that make sense?
James 'eVOLVE' Hamer-Morton

jannar85

Btw...
Error report:
When playing movies coded with the XVid codec, the movie flips when running it in AGS. Why not add FlipMovie() or something then? :O
Veteran, writer... with loads of unreleased games. Work in progress.

edmundito

Quote from: Pumaman on Mon 21/07/2003 19:23:59
Perhaps they used an object for the animations, or drew the special character animations at the correct size and thus weren't scaled?


They looked quite scaled to me. but I didn't make the game so I wouldn't know.

GEEZE, can't I just make your life a living hell?  :P
The Tween Module now supports AGS 3.6.0!

RickJ

CJ - I downloaded the new ACWIN and had a go last night.  I couldn't get it to crash again (so far).   Since I don't know how to reproduce the problem with any certainity, I can't be sure that there is no longer a problem.  I can only say that I can't seem to make it happen anymore.  Thanks :)

 

Gregjazz

Yup, in Apprentice we used objects for the special animations, and thus were not scaled.

The main reason for this is that our artist, who is a lazy bum, could correctly draw the interactions between the characters and the backgrounds. Also, it was less work drawing them at scale rather than full size. (wasting precious detail)

deltamatrix

I have a possible bug to report.

I have a situation where my character sits down and talks to someone.

the set talking view command won't work with dialogs but it did in normal script.
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

MachineElf

Uhm, I guess this would go with the next version, but wouldn't SetWhateverProperty() make sense as well?
There are 10 kinds of people in the world: Those who understand binary and those who don't.

Rui 'Trovatore' Pires

I second that. Just a reminder, though, don't make a SetCharacterProperty for this new feature because there already is a SetCharacterProperty for other properties.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Quote from: eVOLVE on Mon 21/07/2003 20:25:58
When going through a dialogue thing and you get it to 'run script' it'll go and run the script, then when it comes back it won't continue where it left off, but will return to giving you the dialogue choice. This means that since two of my dialogues have a run-script in the 'leave conversation' choice, it does the script, then returns back to the choice rather than continuing through and doing the 'stop' command.

Ah well spotted - I was fixing something else at the time, but it looks like this got messed up. Thanks for the report, I'll get it fixed.

QuoteWhen playing movies coded with the XVid codec, the movie flips when running it in AGS. Why not add FlipMovie() or something then? :O

AGS just uses DirectShow to play the movie - if it is flipped, then maybe you should re-encode the video properly :P
You probably have some sort of filter plugin in Media Player to flip it back, but that's not something I can justify the time to implement in AGS I'm afraid.

QuoteCJ - I downloaded the new ACWIN and had a go last night. I couldn't get it to crash again (so far).

Ah good - do let me know if it does happen again.

Quotethe set talking view command won't work with dialogs but it did in normal script.

Well spotted - amazingly, this bug crept in back in v2.5, a year ago. Shows how much use it gets ;)
I'll get it fixed, thanks for the report.

QuoteUhm, I guess this would go with the next version, but wouldn't SetWhateverProperty() make sense as well?

Please read the entire thread before replying, this has already been discussed.

Alex Lowes

well the write text backward works:))
thanks

Synthetique

I dont know if anyone already noticed, but this version doesnt bring its own cursors to the picnic. I think it would be useful for newbies.

Pumaman

Quote from: Synthetique on Sat 26/07/2003 04:24:37
I dont know if anyone already noticed, but this version doesnt bring its own cursors to the picnic. I think it would be useful for newbies.

What do you mean? The cursors are all there when I create a new game.

Synthetique

yeah.. hehe.. i just happened to delete all sprites.. :D

Klaus

There's another problem with the translation source creator:

Using the symbols " and \ in a command line like DisplaySpeech(player,"How to quote?"); works fine with a leading additional \ char. So DisplaySpeech(player,"These are \"quotation\" marks and one \\ backslash."); shows the message correct. The problem is - you already can imagine - that the translation breaks before the word quotation and starts again with marks. If there's only one \" in a line the translation file can even include command lines following after it. I think the source creator just checks for " symbols to extract the messages at the moment but ignores the special \" combination that should be handled as text, right? :)

Pumaman

Well spotted, I'll get on it.

deltamatrix

I think i've found a bug.

I noticed that when you click the bullet point button for dialogs and then you press ESC to cancel. The current selected sprite is picked anyway.

Cancellation? I think not!!
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

Pumaman

Quote from: deltamatrix on Sun 27/07/2003 02:13:37
I think i've found a bug.

I noticed that when you click the bullet point button for dialogs and then you press ESC to cancel. The current selected sprite is picked anyway.

Cancellation? I think not!!

I just tried that and it cancelled fine for me. Can you replicate the problem?

deltamatrix

I just tried it and the problem is gone. But really I think its because sprite 0 is the first one selected.
In my case, some other sprite was selected by default and it was automatically chosen on cancellation. This was the first sprite to be highlighted because it was accessed before for creating a view.

Hope I'm not babbling. :(
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

Mennuz

I'm not starting my game before i've got colored lightning!.. Hurry CJ, Lazy bum!

;)

this all people, was a joke :o *please, dont kill me ;)*

Scummbuddy

You can set light levels to regions.  set thier tint level
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

edmundito

#153
I think I found another bug: The buttons used for the default inventory ignore transparency. Notice that in the GRANNY ZOMBIEKILLER  TEASER DEMO (plug :P). Grundislav is on vacation right now, but I asked him before uploading the demo and he said that he couldn't get rid of that non-transparency.
The Tween Module now supports AGS 3.6.0!

Pumaman

Quote from: deltamatrix on Sun 27/07/2003 23:48:13
I just tried it and the problem is gone. But really I think its because sprite 0 is the first one selected.
In my case, some other sprite was selected by default and it was automatically chosen on cancellation. This was the first sprite to be highlighted because it was accessed before for creating a view.

Ah, I see what you mean. Thanks, I'll get it fixed.

Quote
I think I found another bug: The buttons used for the default inventory ignore transparency

Thanks, I'll get it fixed.

Gilbert

Though I know you're a liar, Pumaman, I'll try that MAEK MI GAYME! option anyway. ;D

Goldmund

Damn good work, Pumaman! You are a true puma!
Still, I have two problems with this edition...
1) It seems that you have removed the default white background around text in sierra w/background speech... I wasn't really prepared for this, the white looked really good in my game and I have no other background for speech prepared nor outlined font... is this a 'f34tur3' or a bug?
2) now this dates to something like 2.52 or even earlier editions, but still prevails in this one... I have used RawDrawLine and RawRestoreScreen for the player to draw something with the mouse in one room of the game, and it worked really well. Now, however, this has become really, really slow!

Pumaman

Quote from: Goldmund on Mon 04/08/2003 14:31:06
1) It seems that you have removed the default white background around text in sierra w/background speech... I wasn't really prepared for this, the white looked really good in my game and I have no other background for speech prepared nor outlined font... is this a 'f34tur3' or a bug?

Hmm actually, I never realised that it worked if you did that. I'll fix it up.

Quote
2) now this dates to something like 2.52 or even earlier editions, but still prevails in this one... I have used RawDrawLine and RawRestoreScreen for the player to draw something with the mouse in one room of the game, and it worked really well. Now, however, this has become really, really slow!

That's odd - perhaps if you post your script in a new thread, we can see possible ways of speeding it up.

Goldmund

Quote from: Pumaman on Mon 04/08/2003 21:20:38
Hmm actually, I never realised that it worked if you did that. I'll fix it up.
Thanks!

Quote
That's odd - perhaps if you post your script in a new thread, we can see possible ways of speeding it up.
Here goes:
http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=7679
:)

Riot

I think I've spotted a funky "feature", included in RC1 and I havn't seen it being discussed so I guess it's still there.

GetViewportX() and the Y equalent seem broken. My gameplay was seriously messed up, so I set a label to display the Viewport continueously. It seemed to go up to 7, then all of a sudden, nothing, zip, nada. Not even a zero. Now, I think I have made a stupid mistake in the coding, but nevertheless, it just went blank while checking, and there's no SetViewport commands or anything that could affect it. Funky?

InCreator

Okay, nice, but...
'Adjust Speed with Scaling' seems to be buggy.
I have a room where player character, when entering a room,  will automatically make a short walk "after fadein", to avoid standing behind walk-behind and confusing real player.

With scale-speed-adjusting turned on, he just happens to land to a non-walkable area.

Without it, evereything seems to be okay.
Is it a bug?

Klaus

There also seems to be something wrong with the room transition style "Cross-fade":

It only happens with the very first transition, when the game starts up. Not in fullscreen but in windowed mode it looks as if the transition doesn't support letterbox resolutions: At the bottom of the window the extended height (40/80 pixels) is not affected by the fading and stays a black box until the effect is over, then it finally switches to the first screen. All following transitions work fine.

Pumaman

Quote from: Riot on Tue 05/08/2003 01:24:00
GetViewportX() and the Y equalent seem broken. My gameplay was seriously messed up, so I set a label to display the Viewport continueously. It seemed to go up to 7, then all of a sudden, nothing, zip, nada. Not even a zero. Now, I think I have made a stupid mistake in the coding, but nevertheless, it just went blank while checking, and there's no SetViewport commands or anything that could affect it. Funky?

I can't find any problems with it myself.

Does it scroll around ok, but GetViewportX() doesn't seem to be working? If so, can you post the script you're using to print it out?

QuoteI have a room where player character, when entering a room, will automatically make a short walk "after fadein", to avoid standing behind walk-behind and confusing real player.

With scale-speed-adjusting turned on, he just happens to land to a non-walkable area.

I don't really understand what you mean, could you be more specific?

QuoteThere also seems to be something wrong with the room transition style "Cross-fade":

It only happens with the very first transition, when the game starts up. Not in fullscreen but in windowed mode it looks as if the transition doesn't support letterbox resolutions: At the bottom of the window the extended height (40/80 pixels) is not affected by the fading and stays a black box until the effect is over, then it finally switches to the first screen. All following transitions work fine.

Ah thanks, I'll get it fixed.

Riot

Quote from: Pumaman on Tue 05/08/2003 19:49:13
Quote from: Riot on Tue 05/08/2003 01:24:00
GetViewportX() and the Y equalent seem broken. My gameplay was seriously messed up, so I set a label to display the Viewport continueously. It seemed to go up to 7, then all of a sudden, nothing, zip, nada. Not even a zero. Now, I think I have made a stupid mistake in the coding, but nevertheless, it just went blank while checking, and there's no SetViewport commands or anything that could affect it. Funky?

I can't find any problems with it myself.

Does it scroll around ok, but GetViewportX() doesn't seem to be working? If so, can you post the script you're using to print it out?

Well, I did make a stupid mistake in the coding, so the actual gameplay isn't affected in any way. What worries me is that I set it in he rep. exec. to always display the values of GetViewportX() and GetViewportY() (on a label) while sorting out the problem, and they seize to display when you've scrolled a bit. I'm working on the platform engine, so presume it is that that messes it up, but since it doesn't have any effect on gameplay (everything works) I presume there's no need to fiddle around with it anymore ;)

InCreator

Okay, I'll try to be more specific.

Player character starts in new room at the place where he is covered by walk-behind area
(he is behind it).

So, to avoid confusion "where am I?", I added a
little script, MoveCharacterBlocking, to make him walk
out from behind the corner, as soon as player enter room ("after fadein").

So what happens -- player enters this room and
his character steps out behind corner, then game gives control back to player. (A damn simple thing, but hard to explain)

When "Adjust Speed with Scaling" is turned on,
my character won't start the room at right co-ordinates, so there will be no walking. In matter fact,
he starts from a non-walkable area.
The command which sends him into the room is NewRoomEx (caused by stepping onto region in previous room), so i think speed-scaling manages to mess with this command. Just try it yourself.

And don't think that I'm a newbie and doing something wrong by myself. There IS a bug.








TheMagician

@ InCreator:

Are you sure to use the newest Beta-Version of AGS (RC2 prefinal edition)?

I had the same problem with "Beta 4" but Chris fixed it and now it works fine for me.

Goldmund

#166
Hey, Chris, I hate to be a pain in the ass, but there's also this little glitch:
when you HideMouseCursor it still appears when a message is displayed - this doesn't look too good... any chance to have it fixed?

edit: message, not speech

Pumaman

Quote from: Riot on Tue 05/08/2003 20:50:09
What worries me is that I set it in he rep. exec. to always display the values of GetViewportX() and GetViewportY() (on a label) while sorting out the problem, and they seize to display when you've scrolled a bit.

That's odd - I assume you're using StrFormat and then SetLabelText to display the co-ordinates. They will always return something - so if the text disappears completely then you've probably turned off the GUI or done something odd when setting the label.

QuoteThe command which sends him into the room is NewRoomEx (caused by stepping onto region in previous room), so i think speed-scaling manages to mess with this command. Just try it yourself.

As TheMagician says, are you sure you're using the latest version? There was a bug like that which was fixed in RC1.

QuoteHey, Chris, I hate to be a pain in the ass, but there's also this little glitch:
when you HideMouseCursor it still appears when a message is displayed - this doesn't look too good... any chance to have it fixed?

No worries, I'll get it fixed.
:)


Erica McLane

* View 1 can`t be used for Idle, Thinking and Blinking views.
* The "No custom properties are defined" message box doesn`t look too good with the only word "editor." in the second line. Can you edit the message like this:
"No custom properties are defined.  You will now be taken to the custom property shema editor and you will have to make a custom properties." Or something similar to extend the message.
* When you click "Fullscreen preview" in the Room Editor one line in the place of the taskbar remains. (One gray line in the bottom part of the screen)


And finally one question - what happened to the Linux port of the editor? I can help.

Volcan

I'm not sure if it is a bug or not.

I cannot use F12 (taking a screenshot) when the player cannot be controled the ego (in intro for example).


Volcan aka Robin Gravel, Serguei, Serguei2 and Naturette in other boards.


Gilbert

Quote from: Volcan on Thu 07/08/2003 23:01:50
I cannot use F12 (taking a screenshot) when the player cannot be controled the ego (in intro for example).

That's because Onkeypressed() wont be executed when the game is in "wait" mode, you may need to tweak the script a bit.

Volcan

Quote from: Gilbot V7000a on Fri 08/08/2003 02:30:24
Quote from: Volcan on Thu 07/08/2003 23:01:50
I cannot use F12 (taking a screenshot) when the player cannot be controled the ego (in intro for example).

That's because Onkeypressed() wont be executed when the game is in "wait" mode, you may need to tweak the script a bit.

Okay. I'll try something. If I still have problem with it, I'll write down a new topic.

Thanks Gilbot V7000a

Robin Gravel

SimSaw

I found 2 bugs in this versions, but I don't if they were also in a previous version, because I use AGS on a different computer and only update from time to time.

First: No winsetup.exe is created automatically.

Second: The thought thing does not work without problems. I used this:
DisplayThought (EGO, "&200 *Kack*, *kack*);
DisplayThought (EGO, "201 *Runterspül*");

I got several problems when I tried to get out the mistake.

To try it by yourself you need a font which supports the letter ü.

I hope you can fix that bug.

Goldmund

Properties are a great invention, and thank you for this!
There's one thing, though, that would make them the designer's dream come true: if they could be changed from within the script. Then they would form a powerful flagging system much easier and handy to use than global ints!
Any chance of seeing it happen?

Pumaman

Quote from: Erica on vacation on Thu 07/08/2003 13:50:33
* View 1 can`t be used for Idle, Thinking and Blinking views.

Indeed, this is in the knowledge base.

Quote
* The "No custom properties are defined" message box doesn`t look too good with the only word "editor." in the second line. Can you edit the message like this:

It's a standard Windows message box, and how the text wraps depends on your screen resolution and Windows version. So while I appreciate what you're saying, it's likely only a problem at one particular resolution, and changing the text would cause problems at another resolution instead.
Besides, it's hardly a major fault ;)

Quote
* When you click "Fullscreen preview" in the Room Editor one line in the place of the taskbar remains. (One gray line in the bottom part of the screen)

Yeah, this is a bit annoying. I'm not really sure why it happens, I do clear the entire screen to black so Windows must be doing something odd. It's no big problem though so I can't justify spending the time to fix it.

Quote
And finally one question - what happened to the Linux port of the editor? I can help.

The Linux editor is not going ahead for the time being, due to various factors. The Linux port of the engine will still continue to be maintained, however.

Quote
I cannot use F12 (taking a screenshot) when the player cannot be controled the ego (in intro for example).

This is because only one script can run at a time, due to the current AGS architecture it is not fixable. You can always take a screenshot by running the game in a window and using Print Screen.

Quote
First: No winsetup.exe is created automatically.

Are you using the Pre-final? It seems to work fine for me. Older beta versions didn't include the setup file.

Quote
Second: The thought thing does not work without problems. I used this:
DisplayThought (EGO, "&200 *Kack*, *kack*);
DisplayThought (EGO, "201 *Runterspül*");

What is the problem you are having?

Quote
Properties are a great invention, and thank you for this!
There's one thing, though, that would make them the designer's dream come true: if they could be changed from within the script. Then they would form a powerful flagging system much easier and handy to use than global ints!
Any chance of seeing it happen?

This has already been requested a few times in this thread - the answer is, not for this version I'm afraid. However, I will consider adding it for 2.57.

Archangel (aka SoupDragon)

There seems to have been a room interaction added... before there used to be "player enters room" and "player enters room (before fadein)". Now I see that "player enters room (after fadein)" has been added... which wouldn't be a problem, except that now whenever I finish testing I get a load of warnings that I have code in "player enters room" that I shouldn't have. What is the difference between "player enters room" and "player enters room (after fadein)"?

Pumaman

Quote from: Archangel on Fri 08/08/2003 18:18:03
There seems to have been a room interaction added... before there used to be "player enters room" and "player enters room (before fadein)". Now I see that "player enters room (after fadein)" has been added... which wouldn't be a problem, except that now whenever I finish testing I get a load of warnings that I have code in "player enters room" that I shouldn't have. What is the difference between "player enters room" and "player enters room (after fadein)"?

Errr... this changed back in v2.50, about a year ago. There are three:
First time player enters screen
Player enters screen (before fadein)
Player enters screen (after fadein)

You will get warnings if you put any blocking code into "before fadein" because the screen will be faded out with certain screen transitions, and thus the player won't be able to see what is happening.

Archangel (aka SoupDragon)

Ah I'm sorry, I made a mistake. The problem now seems to be, I am getting warnings when I put blocking code into the First Time Player Enters Screen event. I wasn't getting warnings with RC2, I don't think. Unless I'm going mad.

Pumaman

I just tried that out and had no problems. What code are you using?

Archangel (aka SoupDragon)

In my First Time Player Enters Screen event I have the following code:

character[EGO].x = 186;
character[EGO].y = 140;
SetCharacterView(EGO, 8);
character[EGO].talkview = 8;
Wait(30);  
character[BOSS].room = 1;
character[BOSS].x = 125;
character[BOSS].y = 198;
MoveCharacterBlocking(BOSS, 150, 150, 0);
FaceCharacter(BOSS, EGO);
RunDialog(0);


As you can see, there is a Wait() function, which is producing a warning for no apparant reason. There aren't any Wait()s in the before fadein event either.

Pumaman

I just put that code in the First Time Enters Screen even of a room, and it didn't give any errors. If you comment out the Wait() line, does it work then?

Archangel (aka SoupDragon)

Aha, it's because I selected "character turns before facing location" or whatever, and forgot I did it. So there's no real problem any more.

Pumaman

Ah yes that'll be it - glad that's sorted.

This thread is now locked - any further discussion can go in the 2.56 Final thread.

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