Possible bug with skipping cutscene

Started by SSH, Fri 16/01/2004 12:38:50

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SSH

OK,  I get a slightly weird behaviour when I skip my opening cutscene (2.6 SP1RC1)

First, it fades out when I hit ESC
then it fades back in the exact same scene
then it fades out and in again the exact same scene
then it jumps quickly to the end of the cutscene

Now, my cutscene does use FadeOut and FadeIn functions, so I wondered if these were "banned" during cutscenes?. It also switches background pic between fades, maybe this makes a difference. Finally, the cutscene is run from "First time player enters screen", so I wonder if that might be the problem.

I aslo noticed that having a RunDialog in a cutscene is a baaad idea, even if there are no options and you're just using the dialog scripting to write the conversation more easily. (becoz rundialog always runs after the end of a script, the endcutscene always comes before the dialog is run, too). That's why I wrote that perl script (see other thread).

Anyone got any ideas?
12

Ishmael

#1
I would think it is a bug, as CJ has said that when skipping a cutscene the engine quickly runs through the cutscene, just like fast-forwarding, and for some reason it does the fades from the script...

QuoteI aslo noticed that having a RunDialog in a cutscene is a baaad idea, even if there are no options and you're just using the dialog scripting to write the conversation more easily. (becoz rundialog always runs after the end of a script, the endcutscene always comes before the dialog is run, too). That's why I wrote that perl script (see other thread).

I had RunDialog in the MRC intro, and it ran just fine... has something been chaged in 2.6? or did the room changes in it do some diffrence?
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Pumaman

Well spotted, FadeIn is not being skipped when inside a cutscene. I'll get it fixed.

strazer

Bump. :)
Sorry, I found this while updating my old threads and wanted to mention it in case someone else is looking for solutions:

Quotebecoz rundialog always runs after the end of a script, the endcutscene always comes before the dialog is run, too

I have read it here somewhere recently, and tested it with success:
Just put two or more "Run Script" actions in the same interaction in the interaction editor and write your EndCutScene command into the last one.

SSH

Just to avoid confusion, the main complaint of this thread was fixed in 2.6SP1.
12

Ishmael

Quote from: strazer on Mon 03/05/2004 21:57:55
Bump. :)
Sorry, I found this while updating my old threads and wanted to mention it in case someone else is looking for solutions:

Quotebecoz rundialog always runs after the end of a script, the endcutscene always comes before the dialog is run, too

I have read it here somewhere recently, and tested it with success:
Just put two or more "Run Script" actions in the same interaction in the interaction editor and write your EndCutScene command into the last one.


... in case someone is doing the cutscene through the interaction editor, which I atleast don't think I'd do...
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

strazer

But surely you start it in "Player enters room (after fadein)"?

Ishmael

Ah, sorry, I'm not thinking clearly. I do.

But, I have made two cutscenes which both have a RunDialog in them, using a single "Run Script", and both work just fine...
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

strazer

And you are sure that when you skip the cutscenes, the dialog doesn't come up?

Scorpiorus

The dialog won't come up if EndCutscene() is called after the dialog has been finished (i.e. fast-forwarded), for example:

player enter screen (after fade-in)

StartCutscene(1);
Wait(100);
Rundialog(1);
Wait(100);

main script
function dialog_request(int x) {

Ã,  if (x==1) {
Ã,  Ã,  EndCutscene();
Ã,  Ã,  EndDialog();
Ã,  }
}

dialog script

@s
ego: test
run-script 1

strazer

True, but with two "Run Script" actions you don't have to call the dialog_request function.

Scorpiorus

Quote from: strazer on Tue 04/05/2004 18:06:06
True, but with two "Run Script" actions you don't have to call the dialog_request function.

QuoteI have read it here somewhere recently, and tested it with success:
Just put two or more "Run Script" actions in the same interaction in the interaction editor and write your EndCutScene command into the last one.
Hehe, yep, I just misinterpreted the above quote. I thought that you had investigated the situation SSH described when the dialog still comes up, not that you shared a nice solution to the problem in question. :)

Putting an extra "Run script" with EndCutscene() would definately work.

~Cheers

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