AGS 2.72 Final 2 - World Cup Edition

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

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monkey0506

1) It's not necessary to quote the post directly above you.
2) Are you sure it's not by design?  It's been mentioned many times before.  I would think if it were a bug it would have been fixed long ago.

Pumaman

Ok, beta 3 is now up. This should address a few issues -- and your mention of Ctrl+S reminded me that I never did add it in as a Save option, which I have now done for beta 3.

Rui 'Trovatore' Pires

Quote* Increased permitted length of GUI label text from 200 to 2048 characters.

Haha! Thank you thank you thank YOU! Now I can happily conclude my project, and even be on time for Release Something!
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

GarageGothic

#63
Quote from: Pumaman on Sat 14/01/2006 22:47:30* Added Region.TintRed, TintGreen, TintBlue, TintEnabled and TintSaturation properties to allow you to get the current region setting.

Thank you, thank you, thank you!

Edit: Wow, I didn't even see Rui's post before writing this. People here sure are grateful.

Edit 2: Is the new ViewFrame pointer a step on the way to a writable ViewFrame.Graphic value?

Edit 3: And only now when compiling do I realize that there's GetGameParameter's all over my script. Damn you, damn you all to hell!!! Oh well, I can afford the 15 minutes it will take me to fix ;)

monkey0506

Well...I feel stupid now don't I?  Yes.  Yes I do.

So...by "EVIL CARTOONS" you mean the new ViewFrame type?  Seeing as that's not documented (by which I mean announced, the documentation is fine) anywhere, I feel safe to assume that this is exactly what you meant.  You know, just to make sure I went back to 2.71 and the older 2.72 beta help files (I keep all the old files on hand in case I need them), but to my joy, it wasn't there!

I found it when I was looking through the GetGameParameter replacements, and I see this crazy function declaration:

Quote from: The 2.72 BETA 3 Manualstatic ViewFrame* Game.GetViewFrame(int view, int loop, int frame)

Quote from: MeFTW???  ViewFrame?  Wha's that!

Quote from: The 2.72 BETA 3 ManualViewFrame functions and properties

Flipped property
Frame property (view frame)
Graphic property (view frame)
Loop property (view frame)
Sound property (view frame)
Speed property (view frame)
View property (view frame)

Quote from: MezOmG!!!  This wasn't announced on the changes page!  [inconspicously verifies this last statement]  CHRIS!!! YOU FOOL OF A TOOK!!!

Quote from: The AGS 2.72 BETA 3 ManualChris is not a fool of a Took.

Quote from: Meo.0.  WTFH?  The manual is ALIVE?

[end hallucinations]

Rui 'Trovatore' Pires

Sorry to be picky, but I notice that there's still some limit concerning messages - when I do "lblWhatever.Text=Room.Messages[1]", the output is still limited to -+ 200 characters.

Nothing I can't work around. ;D Just be nice if, you know, it weren't there. The limit, I mean.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

QuoteEdit 2: Is the new ViewFrame pointer a step on the way to a writable ViewFrame.Graphic value?

That's a possibility. At the very least, SetFrameSound will probably be obsoleted and the ViewFrame.Sound property made writable instead.

QuoteSo...by "EVIL CARTOONS" you mean the new ViewFrame type?  Seeing as that's not documented (by which I mean announced, the documentation is fine) anywhere, I feel safe to assume that this is exactly what you meant.  You know, just to make sure I went back to 2.71 and the older 2.72 beta help files (I keep all the old files on hand in case I need them), but to my joy, it wasn't there!

It wasn't "announced" explicitly because it's part of the replacement of GetGameParameter, therefore it's covered by that. :P

QuoteSorry to be picky, but I notice that there's still some limit concerning messages - when I do "lblWhatever.Text=Room.Messages[1]", the output is still limited to -+ 200 characters.

I just tried that with a room message 350 characters long and it seemed fine -- can you provide more info?

Rui 'Trovatore' Pires

My bad, I hadn't bothered to count the characters. It's actually to just under 500 char that the text gets reduced. From a total that... well, I don't know the total, but I can append lines of text and get teh whole thing without it getting too long.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

JLM

Do you still know, when there would be implemented an improved conversation system to AGS?

I would need SO much an option to mark read/unread topics...
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=478

Please, could you implement it to AGS 2.72...?Ã,  :'(

Akumayo

Like Samara, you never sleep Chris.  Amazing stuff!  Kudos!
"Power is not a means - it is an end."

monkey0506

So what are the chances of this being implemented into this version?

Kinoko

QuoteChanged the default restart point to be just before the first room is loaded, in order to avoid problems with the restart point not working properly in some games.

Yes! Thankyou! Now THIS is very useful for me! Restart was never any use to me before because of the way it worked.

GarageGothic

Very nice Easter egg, er, Valentine's egg

monkey0506

Oh my...I think I'll set the clock to the 14th every time I edit my game from now on :D.

Pumaman

QuoteMy bad, I hadn't bothered to count the characters. It's actually to just under 500 char that the text gets reduced. From a total that... well, I don't know the total, but I can append lines of text and get teh whole thing without it getting too long. 

Ah, this is probably to do with the Room.Messages property limiting its returns to 500 characters, I'll get it fixed.

QuoteDo you still know, when there would be implemented an improved conversation system to AGS?

I would need SO much an option to mark read/unread topics...
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=478

I appreciate the fact that I've been talking about doing this for a while, so I'll see what I can do ... but I can't promise anything, I'm afraid.

QuoteSo what are the chances of this being implemented into this version?

Again, this is non-trivial because it means extra information needs to be stored when the character leaves the room, but it's certainly possible.

Fribbi AGDI joker

#75
I had some error problem when I use Sierra with background speech style. But it has never happen to me before. Has anyone experience it too?
But as you can see in this picture you see a three guy dressed in red shirt. The guys in the top left corner shows you the speech view.Ã,  The left guy has no loops I mean you can't see his lips animation but the guy in the right has speech loops. But that is not suppose to happen. I think it has something to do with the new update you made.Ã,  I mean I don't want a double speechs view appear. This has never happened to me before with the other ags update.Ã, 

So how can this be fixed?Ã, 


Pumaman

Can you upload a game that demonstrates the problem? I can't replicate this myself.

Pumaman

Ok, beta 4 is now up.

I've uploaded this one earlier than I normally would, because the addition of graphic filters has led to fairly significant changes to the AGS rendering code -- which means I'd appreciate some testing. Could you guys make sure that:
(a) if no filter is enabled, it all works as before, and:
(b) that the filters themselves don't cause any problems
Filters can be enabled by running Setup, by the way.

monkey0506

Hmm...it seems that StopDialog is still global instead of say...a static Dialog.Stop function?

GarageGothic

QuoteViewFrame.Graphic property is now writable, which allows you to change view graphics at run-time.

Woohoo, awesome. Good thing I didn't get to the object graphics part of my script module yet - characters are SO much better for my purpose. Thanks, CJ!

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