For some reason, there are quite a lot of AGS games out there that will display the Version number when you hold down CTRL-V. It appears that the only ones that are safe are those as old as Larry Vales. (Or older) I had thought that this would only work if you had enabled debug mode... (I believe its called by Debug(1,0))
But in addition, in a couple of games I've played (Best example is Trials of Odysseus Kent) if you call the Version info while the player-character is walking into view during the intro, the version info is displayed, and then the game crashes after the info is banished. You can only escape by pressing Alt-X. (There's also a very brief window to do this in Cirque de Zale, just before Alexander says 'Time to ruin me a circus') This appears to be because it is interrupting a Blocking walk command.
Interesting, guess no one was actually noticing this.
But anyway, you can use the string system.version instead, which works even not in debug mode.
Actually I want the FPS feature to be available when not in debug mode...
QuoteActually I want the FPS feature to be available when not in debug mode...
I saw code of that nature somewhere already... a pre-made function, maybe. At any rate, unless I'm mistake, you can also fire up the AGS3d module and find the appropriate function - it's there somewhere. I think.
It shouldn't matter if you press Ctrl+V in a blocking command, but I'll take a look at it and see if there's anything wrong.
Quote from: Rui "Brisby" Pires (a Furry) on Tue 01/11/2005 12:04:51
I saw code of that nature somewhere already... a pre-made function, maybe. At any rate, unless I'm mistake, you can also fire up the AGS3d module and find the appropriate function - it's there somewhere. I think.
Nope. AGS3D used Debug for the FPS display.
Then look somewhere else, I guess. ;D I'm sure I saw that thing somewhere...
Here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=5388
There is another bit to this: I've actually commented out the line in the global "On_key_press" script that calls this, changed the scancode from Ctrl-V and deleted the line entirely. But the version is still displayed when I press Ctrl-V.
True... Seems that these things were hard coded into the engine other than scripted, like the tilde key say for example.
Ctrl+V is hardcoded to help people with troubleshooting by enabling them to find out if the speech/music vox files are working and also to find out the sprite cache stats if they are having problems with it.
Edit by strazer:
AGS v2.71 RC 3:
* Completely disabled Ctrl+V in all blocking situations.