AGS v2.62 Final available for testing

Started by Pumaman, Sun 18/07/2004 21:35:34

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Bernie

#20
QuoteGlad you found the solution.
So am I, thank you! :)

QuoteA good way to make sure that your scripting is not looping at all times is by hitting the `~ key (next to '1' on american keyboards) during debug mode to see the debug console.

Yeah, the debug console sure is useful, using it all the time.
Hmm... wonder if repeatedly setting one or more global integers in rep. ex. would make my game any slower?

By the way, there's a small problem with followcharacter(ex) and a low game.following_room_timer value ( 8 ). The character sometimes follows almost instantly, and sometimes it takes really long to pop up.

How's the follow_room_timer set up? Does it count the number of loops after a new room has been entered? Is there anything that can be done to make it more stable?

EDIT: Another thing... I can't run SetPlayerCharacter in repeatedly_execute_always, it exits with an error (says I can't run it in rep. ex. always). Is that intentional?

Thanks~

Pumaman

QuoteHmm... wonder if repeatedly setting one or more global integers in rep. ex. would make my game any slower?

It will make a minor difference, yes. But more importantly, doing so kinda renders the debug console useless, so it's best avoided ;)

Quote
By the way, there's a small problem with followcharacter(ex) and a low game.following_room_timer value ( 8 ). The character sometimes follows almost instantly, and sometimes it takes really long to pop up.

If the character was in the middle of something (eg. an animation) then they will finish it before they come into the new room. It's possible that it what's causing the problem.

Quote
How's the follow_room_timer set up? Does it count the number of loops after a new room has been entered? Is there anything that can be done to make it more stable?

Yes, it's the number of loops, presuming that the character was idle when you changed rooms.

Quote
EDIT: Another thing... I can't run SetPlayerCharacter in repeatedly_execute_always, it exits with an error (says I can't run it in rep. ex. always). Is that intentional?

Yes, SetPlayerCharacter initiates a room change which is not possible from within rep_exec_always.

Proskrito

#22
not an error in this specific release (i dont know when this might have started to happen), and not very important too, but i just noticed that, when in the interaction editor, if you choose 'conditional - if a variable is set to certain value', the 'text script equivalent code' is wrong, for example, if variable is 1 and value is 3, it shows 'if (1 == 3) {' instead 'if (GetGraphicalVariable(1) == 3 ) {' or whatever.

EDIT: oh, sorry, forget that, i was making it the wrong way,  but still, the real equivalent code would be  'if (GetGraphicalVariable("variable name") == value )' instead 'if (variable name == value)', wouldnt it? although maybe its just for showing how 'ifs' work.

Ah, and another not-this-release-specific and not-very-important thing: if you make, for example, SetCursorMode(-3), the cursor takes some sprite as cursor pic, instead doing nothing or displaying an error or something

Pumaman

Quotethe real equivalent code would be  'if (GetGraphicalVariable("variable name") == value )' instead 'if (variable name == value)', wouldnt it? although maybe its just for showing how 'ifs' work.

Good point, I'll get it changed.

QuoteAh, and another not-this-release-specific and not-very-important thing: if you make, for example, SetCursorMode(-3), the cursor takes some sprite as cursor pic, instead doing nothing or displaying an error or something

Well spotted, although minor as you say. This is fixed in beta 2.

Rui 'Trovatore' Pires

#24
* Fixed SetPlayerCharacter to do nothing at all if you pass the current player character to it (previously it was resetting the inventory layout)
*************

Whoo-hooo! Is this what I think it is? Thanks, CJ, thanks a LOT!

*************
* Restoring or restarting a game now clears the keyboard buffer.
*************

It's probably something I don't need to knopw about, but humour me - what does it mean? Just curious.

EDIT - Ok, so the 1st one didn't help me. Pity. Hmmm, a question - what happens when we do "character[etc].inv[etc2]=1"? I mean, does the character receive the inventory item having it placed AFTER the existing items, or is it placed according to numerical order? (Considering the character in question isn't the player character). If the answer's the latter, would AddInventory be a suitable workaround for making sure the character "receives" the item, placing it next to the ones it already had?

Or should I start a thread or something for this?
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: redruM on Sun 08/08/2004 09:28:49
Whoo-hooo! Is this what I think it is? Thanks, CJ, thanks a LOT!

Erm I doubt it, it's really not that exciting a fix. It simply means that if you call SetPlayerCharacter with the character who is already the player character, nothing happens. Which is kinda logical, but it didn't quite work right before.

Quote
Restoring or restarting a game now clears the keyboard buffer.

It's probably something I don't need to knopw about, but humour me - what does it mean? Just curious.

Someone was reporting a possible problem that if you pressed keys just before restoring a game, the keypresses affected the restored game. It shouldn't have any effect.

Quote
EDIT - Ok, so the 1st one didn't help me. Pity. Hmmm, a question - what happens when we do "character[etc].inv[etc2]=1"? I mean, does the character receive the inventory item having it placed AFTER the existing items, or is it placed according to numerical order? (Considering the character in question isn't the player character). If the answer's the latter, would AddInventory be a suitable workaround for making sure the character "receives" the item, placing it next to the ones it already had?

I'm not really sure what you're getting at, what were you hoping that the fix did? AddInventory ensures that the item gets added to the end of the list; if you change .inv[blah]=1 directly, it won't update at all unless you call UpdateInventory, which resets the entire inv list.

Rui 'Trovatore' Pires

I was just thinking about a thread I started awhile ago, I'm not sure you remember, when I moaned about SetPlayerCharacter making all the INV items rearrange themselves so they end up in AGS's numeric order - very visible in LucasFan's Maniac Mansion Remake. I didn't want that to happen, I suggested it be "toggeable", you said you'd add it to your list. I thought this was it, because of the "resetting inventory layout" part.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

geoffkhan (lazy login)

By the way, I noticed in AGS that there is no 'multiple sprite import' for 256 colors. You have to import the images one by one.

Pumaman

Quote from: redruM on Sun 08/08/2004 18:43:08
I was just thinking about a thread I started awhile ago, I'm not sure you remember, when I moaned about SetPlayerCharacter making all the INV items rearrange themselves so they end up in AGS's numeric order - very visible in LucasFan's Maniac Mansion Remake. I didn't want that to happen, I suggested it be "toggeable", you said you'd add it to your list. I thought this was it, because of the "resetting inventory layout" part.

Ah yes, that's still on the to-do list indeed.

Phemar


How about a
GetTotalInvItems ();
functon?

Gilbert

I'm actually thinking about if it's good to move acwin.exe and acdos.exe to a ENGINES/ folder.

You know, we still have newcomers asking about how to start AGS threads in beginners' tech. forum constantly (though not as frequent as before now).

NightQuest


Phemar


Another suggestion. If you have a function without any variables, eg:
function DoThing () {
  MoveCharacter (EGO, 40, 70);
}

Then if you wanted to call the function you could just type:
DoThing;

And leave off the brackets.

Gilbert

Disagreed. It will get the functions confused with variables, etc. very easily. Furthermore I think most programming languages treat this kind of adaptation as illegal.

Pumaman

As Gilbert says, this would make it confusing as to whether DoThing was a variable or a function; and would also make it inconsistent with C. I can't see a good reason to do this.

Radiant

However, you could write:
Code: ags

#define DoThing MoveCharacter (EGO, 40, 70)


ras_maxim

 :'( I have a question.. is it possible to include 256 byte trutype fonts support?..  :(

Pumaman


Bernie

Oi! A small question about the bubble gui, specifically the game.speech_bubble_width variable, if I may. The description in the manual says this: Maximum width of the thought bubble text window (default 100).

The bubble gui doesn't adjust its size depending on the text width, though. And since the description says 'maximum', I was thinking that it would be doing just that, but it seems to be a fixed size. If I set the value to 300, I get a 300 pixel broad window even if the text is only a single letter.

That leaves us with 2 possibilities:

-The description in the manual isn't correct
-It's... a bug!1

Now, my question would be... which of the two would it be?

Thanks, and keep up the great work! :)

Scummbuddy

#39
extremely minor bug?
in the animation viewer, for example, i dont have a view in loop 5, but i do in loop 4 and 6, but as a am using the animation viewer and selecting views, as i pass loop 5, it shows loop four since it didnt refresh with a new loop for 5 cause none exists, but i would think that it would show a blank animation window, not the previous one.
Just a feature? Not a big problem of course.

error that can cause headaches in the manual (again minor)
in the 'Release Viewport' section, the code example, is written SetViewPort, but the "P" should not be capatilized and won't compile.

Oh, and when I make a new GUI button, the text no longer says "New Button" but it says "Punch". What's that all about?Ã,  ;)

Are you sure the "SetRestartPoint();" is still working? I'm using proskritos newest FOA template , but after checking the code, I don't believe that that is causing the problem. First I put it in my first rooms' before fadein interactions, and that didn't work,so I put it in after fade in interactions. I have now tried "repeatedly execute" and that didnt work. both times when it was 'before fadein' and 'after fade in' the "SetRestartPoint();" was not within a cutscene marker, but for some reason, within playing the game, you are brought to when your playable character is first playable.
- 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

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