AGS v2.55 RC2 - Back to Basics edition

Started by Pumaman, Tue 15/04/2003 22:58:49

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Pumaman

Can you check the interactions for region 2 in that room, and make sure there's not a Run Script command listed there?

eVOLVE

Absolutely no interactions whatsoever on any regions... at least not from 1-6 that I checked :)
James 'eVOLVE' Hamer-Morton

Pumaman

Quote from: DasJan on Thu 17/04/2003 01:33:51
(1) This is how it looks before I click.
(2) Now I am pressing and holding the right mouse button. The GUI appeared, but as you can see the part where the mouse pointer points to (the hand) is wrong.
(3) After I moved the mouse pointer off the hand icon, all appears right. When I move the mouse back on the hand, the hand opens as it is supposed to do.

More facts: I use the global integer img_use to store the sprite index of the current button pic. It's 104 for the greyed out image, 117 for the open hand and so on. Then in the repeatedly_execute I have a

SetButtonPic(3, 1, 1, img_use);
SetButtonPic(3, 1, 2, img_use);
SetButtonPic(3, 1, 3, img_use);

It's hard to tell what the problem is without knowing more about how your GUI works. If you also do the SetButtonPics before doing the GUIOn to make the verb coin appear, does it work then?

Pumaman

#43
Quote from: eVOLVE on Sat 19/04/2003 18:51:28
Absolutely no interactions whatsoever on any regions... at least not from 1-6 that I checked :)

Hmm... is it region 2 that the character is standing on when the crash happens?

Any chance you could send me the room file to investigate?

RickJ

The "game template" and "gui name"  features rock!!

jannar85

Yeah, it would even rock more if there were made a few more templates to download ;)
Veteran, writer... with loads of unreleased games. Work in progress.

DasJan

#46
Quote from: CJ on Sat 19/04/2003 18:54:53
It's hard to tell what the problem is without knowing more about how your GUI works. If you also do the SetButtonPics before doing the GUIOn to make the verb coin appear, does it work then?
I changed a bit now and it seems to work. I think now the SetButtonPic is executed and the GUIOn takes place in the next game loop, not only after the SetButtonPic in the same game loop. I still think there is a small bug with SetButtonPic but since I found a workaround it's not so important anymore.

btw: Did you consider implementing a IsInventoryInteractionAvailable or make IsInteractionAvailable work with inventory items on GUIs, too? It would make the coin GUI way more easy to use.

Das Jan
"To be or not to be" - William Shakespeare
"To do is to be" - Friedrich Nietzsche
"Do be do be do" - Frank Sinatra

Pumaman

Quote from: eVOLVE on Sat 19/04/2003 18:51:28
Absolutely no interactions whatsoever on any regions... at least not from 1-6 that I checked :)

Thanks for sending the room. I tried 'using' it (hand cursor on it) and it all worked fine - it didn't crash for me.

It could be some sort of combination of the room and the rest of the game that's causing the problem.

If you start a new game, and load that room into it, does the problem still happen?

Quote
I changed a bit now and it seems to work. I think now the SetButtonPic is executed and the GUIOn takes place in the next game loop, not only after the SetButtonPic in the same game loop. I still think there is a small bug with SetButtonPic but since I found a workaround it's not so important anymore.

Hmm... strange though. Wonder what it was.

Quote
btw: Did you consider implementing a IsInventoryInteractionAvailable or make IsInteractionAvailable work with inventory items on GUIs, too? It would make the coin GUI way more easy to use.

Sounds sensible actually, I'll add it to the list.


eVOLVE

You're correct, it doesn't seem to crash if you start a new game... so I guess the question is why is it happening just on this new version?
James 'eVOLVE' Hamer-Morton

Pumaman

For anyone else with evolve's problem - we solved it over IRC, here's a fixed engine until the next beta comes along:

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

RickJ

#50
jannar:  I have a few template contributions to make once this baby is released.  I'm sure others have contributions as well.  Proably we need a sticky or a "plugin" type page to list them all.  

Jimi

I can't wait until there are some templates to download. No doubt Sylpher & co will make an instagame "templates" pack.  :)

Adamski

Argh. Chris, I assume that PlaySoundChannel is the function that I've been bugging you for... the only problem is there's no direction in the manual on how to use it :P

DasJan

Woohoo! Thanks for one of the longest script commands in AGS, IsInventoryInteractionAvailable! Very cool, I'll try it out soon!

Das Jan
"To be or not to be" - William Shakespeare
"To do is to be" - Friedrich Nietzsche
"Do be do be do" - Frank Sinatra

Pumaman

Quote from: Dark Stalkey on Mon 21/04/2003 11:11:29
Argh. Chris, I assume that PlaySoundChannel is the function that I've been bugging you for... the only problem is there's no direction in the manual on how to use it :P

Nope, that's a command for plugins to use.

Contact me over IRC about your 'special requirements' ;)

AJA

Quote* Added plugin API functions GetSpriteWidth, GetSpriteHeight, GetTextExtent, PrintDebugConsole, PlaySoundChannel, IsChannelPlaying

Thank you, god!!! er.. Chris... ;D
Soon agsCreditz will be perfect!!!

Scorpiorus

Quote* Added GetGameParameter, IsInventoryInteractionAvailable text script functions.
* Added plugin API functions GetSpriteWidth, GetSpriteHeight, GetTextExtent, PrintDebugConsole, PlaySoundChannel, IsChannelPlaying
* SetButtonPic now updates the button size to the size of the new graphic, when changing the Normal graphic.
* Mirrored view frames now work with objects.
* Fixed spurious engine crash "no such function in script" when nesting scripts inside interactions.
* Allow FileOpen to open files in sub-directories if FILE_READ.
Cool changes CJ :D Special thanks for GetGameParameter() function! :)

-Cheers

edmundito

Buggery Bug:
When you make a template, template.ico appears on the game's folder (the game created from the template)

I like the template feature.. I'm making one :)

aussie

Thanks Chris for all the work you're doing on AGS.  ;D

I like the new features in v2.55b, regions are extremely useful (to me, anyway).

A suggestion:

Do you think you colud try and include IfPlayerHasBeenToRoom and IfPlayerHasSpokenTo functions some time in the future? I know you can script your way around these situation, but it'd just make like easier.

It's not the size of the dog in the fight. It's the size of the fight in the dog.

http://www.freewebs.com/aussiesoft/

Spyros

I don't think that's worth the effort. You can simple do this using a global int

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