Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Kweepa on Fri 02/06/2006 22:38:17

Title: Suggestion: warning levels
Post by: Kweepa on Fri 02/06/2006 22:38:17
I'm using RawDrawImage a lot, and end up with a huge warnings log full of:

RawDrawImage: Sprite 0 colour depth 8-bit not same as background depth 16-bit


When this is in a module it can be annoying to another developer.

It would be nice to be able to specify that I don't care about this and other warnings, either by classifying the warnings by severity (this one is harmless but may slow the game down slightly), or by giving the warnings unique IDs and something like this:

System.WarningDisable(eWarning_RawDrawImageDepth);
RawDrawImage(im, x, y);
System.WarningRestore(eWarning_RawDrawImageDepth);

where Disable pushes the current state of the warning, then disables it, and Restore pops.
Title: Re: Suggestion: warning levels
Post by: Pumaman on Sat 03/06/2006 19:34:41
Well, generally you shouldn't be trying to mix colour depths with RawDraw, as it can have unfortunate side effects (although in the case of 8-bit on 16-bit, you'll usually get away with it). However I see your point, I'll have a think about it.
Title: Re: Suggestion: warning levels
Post by: Ishmael on Sat 03/06/2006 20:50:35
Using RawDraw sometimes tosses a load of warnings about being unalbe to RawRestoreScreen since there is no saved screen. This is one of the cases where the warning level dealy would be useful, no?
Title: Re: Suggestion: warning levels
Post by: Radiant on Wed 07/06/2006 08:56:32
Sounds reasonable.

I would also appreciate a warning level of "treat all warnings as errors" so that e.g. mixing up ChangeCharView and SetCharView stops the game instead of making a cryptic log entry without any line numbers. That would make it far easier to track down those errors.

Edit by strazer: Already on the tracker (http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=482).