Issue with 'Use low-resolution co-ordinates in script'

Started by cHugoDance, Tue 26/03/2013 21:10:09

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cHugoDance

Hi guys and gals.

The issue I'm having is that essentially, the characters speech and thoughts are half the length they should be across.
"Hi my name is John Smith and I like kittens."
is getting displayed as
"Hi my name is
John Smith and I
like kittens."
Meaning I need to have 'Use low-resolution co-ordinates in script' set to True for speech, thoughts and my custom dialog to display properly. This doesn't make any sense to me as the project was started in 3.2.1 and I thought this was a backwards compatible thing.

I even attempted to start the entire project again from scratch making sure never to touch the setting, and the problem reproduced itself. Even stranger, is it's not consistent. Some strings are being squashed and some aren't (though it's always the same ones). Speech associated with hotspots and objects are always shortened in one room, but not in another. So I thought it was just the room script, but speech in Room_firstLoad isn't being squashed, and a custom dialog gui is being squashed in a different room. Any help on this would be much appreciated. If it's useful, the resolution is 640x400.

Thanks
- Live for awhile and be moderately wealthy -

Khris

You shouldn't have to use that option at all.

Afaik, AGS moves and/or resizes the default "speech zone" above the character if there's a GUI in the vicinity.
Since you already said this is happening in one room but not the other, what are the differences between those rooms? Is one of them scrolling or are you using any GUIs or Overlays in one but not the other?

cHugoDance

There's no overlays, but the room is a scrolling room. What's particularly odd is that the main character can be stood in exactly the same place and depending on whether I click him or a hotspot, the text box will squash to exactly half size. (Which is what made me suspect the room script).

I've just tried adding a new hotspot and this time the string isn't squashed, however, the dialog gui is being squashed and yielding very strange results (wrong sprites being called etc). Creating the room from scratch is also creating the same problem. I started an entirely new project and imported the room and it happened again. New hotspots added to the room aren't producing this effect. Is it possible that AGS is remembering that the low-res co-ordinate option was enabled when the event was created?

- Live for awhile and be moderately wealthy -

Khris

Are you using Display commands? Could you post screenshots?
I have a hard time picturing the problem.

Also, what kind of Dialog GUI are you using? A TextWindow GUI with sprite borders? Again, a screenshot would help immensely.

cHugoDance

I'm using abstaubers gui dialog module, but the problem was present before this. I added a new Display("...") to an already existing hotspot and it didn't show this behaviour. I editted a display (that wasn't long enough to test before)  and the behaviour wasn't present either. I've tested a few times and Display is not producing the problem. .Say and .Think are, as is the gui dialog.



(Above, the character is actually the pile of blankets)

As I say, enabling low-res co-ordinates solves the problem but means that all x,y locations (for player.movement etc.) are wrong and have to be halved to reach the right place. This isn't the worst thing in the world, I'm just worried that this won't be the end of the problem and it'll resurface. and nothing will be solved.
- Live for awhile and be moderately wealthy -

Khris

Are you saying it matters which script the .Say call is in? Even if it is exactly the same text? That would be really strange.

I remember reading about the algorithm that is used to wrap text like that, and it uses hard-coded values and will produce seemingly random results occasionally.

On the other hand I'm wondering: why is it that much of a concern? As a player playing that game, I couldn't care less about which way the text is formatted, as long as it's readable and doesn't contain errors. I'd actually prefer the first version.

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