after CJ fixed the text centre thingy (works all right for me after patching to 56d) there are only two suggestions I'd like to make. and hopefully i chose the right forum to post them in :-\
a) make the dialogue editor label the options. So when I name one topic option "Hello, I'm Beverly McLaughlan" or "Is that a dagger I see in front of me?", have the editor label the option numbers in the script with the first few words of the option. That would make editing the scripts a lot more comfortable...
b) using one inventory item on another should really be a built-in function
apart from that I'm still convinced that AGS is without a peer when it comes to comfort and feature list. Adding my wishes to the AGS features would just make me believe you're a SAINT instead of a HERO, Mr. Jones ;D
Hehe well first of all, there won't be a 2.56e. There wasn't supposed to be a 2.56a, but unfortunately these things happen.
Anything added from now on will go into 2.57 :P
Quotea) make the dialogue editor label the options.
It did this originally, but didn't update if you changed the option text so it was removed. I'll think about reinstating it though.
Quoteb) using one inventory item on another should really be a built-in function
I'm not sure what you mean here, could you explain further?
concerning a) : Please do it. Would be SO GREAT!
concerning b) : I was very tired yesterday. What I meant to write is:
Using an inventory item on its own should be a build in function. Like, I have a wind-up robot mouse and use it, and my character would wind it up, put it down and see it whizzing around the room, instead of having to "USE MOUSE WITH FLOOR"
See what playing too much Diablo can do to your postings? Very sorry...
Btw. Can you run something like RunInventoryInteraction(3,MODE_INTERACT); ? Just curious...
What you ask is not supported by the default inventory window, but can be done with a custom inventory and the "Interact with inventory" interaction.
Aww.... ::) P:DA has the interact with inventory thing...