AGS 2.72 Final 2 - World Cup Edition

Started by Pumaman, Sat 14/01/2006 22:47:30

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tiagocorreia

Windows XP SP 2.
Very strange I guess.

Pumaman

Hmm, ah I think this is because the Final has compressed the game EXE, and it looks like the icon replace is somehow corrupting the EXE when used with a compressed file.

I'll need to look into whether it can be fixed or whether I might have to go with an uncompressed ACWIN.EXE for the Final release.

Pumaman

Ok, well unfortunately it seems that it's not going to be possible to have the EXE compressed and also have the high-colour icon functionality, so I've uploaded a new build with an uncompressed ACWIN. This will fix the icon problems but unfortunately it means that the file sizes of games will now be about 500 KB higher.

Kweepa

I don't think that's a big deal. Game zips won't be any different...
Still waiting for Purity of the Surf II

Radiant

Bug: when making a game in 640x480 resolution, the rooms nevertheless default to 320x200, and importing a 320x240 background graphic for a room doesn't help change it.

Sektor 13

#285
OK i got another inventory error:

QuoteAn internal error has occured. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 2.72.917)

Error: run_text_script1: error -6 running function 'on_mouse_click':
Error: Array index out of bounds (index: 9, bounds: 0..8 )
in Global script (line 172)

line 172: if (button == eMouseLeftInv) player.ActiveInventory = inventory[game.inv_activated];

-----------------
This happens when I add new inventory item and try to select it in game.

I figured the solution, i must restart AGS and it work normaly until I add new inventory, and than same thing happens again.
I think that AGS thinks that this "new" inventory item doesn't exists. I guess it doesn't increase bounds  for inventory items until AGS is restarted. So it still think that i have total of eight inventory items instead of 9.

GarageGothic

But isn't the first inventory item numbered 0 so if you have 9 items there's only indexes from 0 to 8?

Sektor 13

hmm yes strange, my nineth item was screwdriver, so i guess it should have index 8 if they start with 0. Well, i guess they don't :).

Pumaman

I just tried this out and it worked fine. Does anyone else have this problem?

Sektor 13

#289
The stranger thing is that this doesn't happen always, i added some inv items few days back and it was fine, but now problem reappaered.. :/
i tried to uncheck "handle inventory clicks in script" and it works, even if i check it back again... hmm

This is my full on_mouse_click script:

Code: ags

#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
}
// Inventory Stuff //
if (button == eMouseLeftInv) {
if (mouse.Mode == eModeUseinv) {
inventory[game.inv_activated].RunInteraction(eModeUseinv);
mouse.Mode = eModeInteract;
}
else player.ActiveInventory = inventory[game.inv_activated];//.RunInteraction(mouse.Mode);
}
if (button == eMouseRightInv) {
if (mouse.Mode == eModeUseinv) mouse.Mode = eModeInteract;
inventory[game.inv_activated].RunInteraction(eModeLookat);
}

/*
if (inventory[game.inv_activated].ID == 1) gExtrainv.SetPosition(131,111);
if (inventory[game.inv_activated].ID == 2) gExtrainv.SetPosition(174,111);
if (inventory[game.inv_activated].ID == 3) gExtrainv.SetPosition(217,111);
if (inventory[game.inv_activated].ID == 4) gExtrainv.SetPosition(260,111);

gExtrainv.Visible=true;  
}
// end

// Closing Extrainv GUI //
if (gExtrainv.Visible==true) {
if (((mouse.IsButtonDown(eMouseLeft)) || (mouse.IsButtonDown(eMouseRight))) && (GUI.GetAtScreenXY(mouse.x, mouse.y) != gExtrainv)) {

gExtrainv.Visible=false;


}
}
*/
// end
    if (mouse.IsButtonDown(eMouseLeft)) {
       
    if (GetLocationType (mouse.x, mouse.y) != 0) { // if the mouse is over a hotspot, object, or character

  			ProcessClick (mouse.x, mouse.y, mouse.Mode);
 
	  if (mouse.Mode != eModeInteract) mouse.Mode = eModeInteract;
}

    else {
       ProcessClick (mouse.x, mouse.y, eModeWalkto); 
      if ((GetGlobalInt(498)==1) && ((Region.GetAtRoomXY(mouse.x,mouse.y) == region[9]) || (Region.GetAtRoomXY(mouse.x,mouse.y) == region[10]) || (Region.GetAtRoomXY(mouse.x,mouse.y) == region[11])|| (Region.GetAtRoomXY(mouse.x,mouse.y) == region[12])|| (Region.GetAtRoomXY(mouse.x,mouse.y) == region[13])|| (Region.GetAtRoomXY(mouse.x,mouse.y) == region[14])  )) SkipUntilCharacterStops(player.ID);
      SetTimer(20, 15);
      SetGlobalInt(498, 1);
         mouse.Mode = eModeInteract; // if the mouse isn't over a hotspot, object, or character
}    

}

  
  else if (mouse.IsButtonDown(eMouseRight)) {  //Look at the thing.
  
   if (mouse.Mode == eModeUseinv) mouse.Mode = eModeInteract;
  
   if (GetLocationType (mouse.x, mouse.y) != 0) ProcessClick(mouse.x, mouse.y, eModeLookat);
    
}


}

#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE

Pumaman

That's all rather strange ... I'll keep an eye out for it.

For now, since no critical issues with Final 2 have been found, I'll release it as 2.72.

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