After months of flawlessness I suddenly have a strange problem with the BgSpeech module (http://www.adventuregamestudio.co.uk/forums/index.php?topic=48086.msg636452160#msg636452160) which forces the playercharacter to stop moving when BgSpeech is happening on screen. Maybe anyone of you guys knows what the reason could be?
Even a clean new project (Downloadable here (https://www.dropbox.com/sh/07lsgi1pswfandt/AAANyVI4oAbMsczy2dXv734Va?dl=0)) with only the demo room, the imported BgSpeech module and this added code:
function room_FirstLoad()
{
BgSpeech.Add(cChar1,"Test",eBgSpeech_NotAnimating);
BgSpeech.Pause(30);
BgSpeech.Start(eBgSpeech_Loop);
}
has the same problem for me, stopping the player's movements everytime the Test speech is shown on screen...
What do I miss? Isn't that module non blocking in every way? Why does it suddenly makes the player stop moving?
update:
while testing what causes this, I just noticed that the module now behaves like this:
After starting the module with BgSpeech.Start(...);
Using the indexed BgSpeech.Pause(...) causes the player character to stop moving when the pause starts.
Using BgSpeech.Add("...") only and non_looped causes the player character to stop moving only when the BgSpeech text disappears(?)
These codes block everything regarding the player character: Speech animation, walk animation, idle view. Even a blocking command like player.Walk(x,y,eBlock) is being stopped by it and is not continued when it's done with its hellish influence?!
There must be dark magic at play here, right? :shocked: 8-0 :confused: ???
(I knew i shouldn't have watched that creepy movie "Unfriend/friend request" about a hacker witch...)
Guys, so nobody has an idea? Do you miss any more information to help me? :X
I don't know if many people use the BGSpeech module, Kumpel. You might want to prod Phemar about this thread in a PM.
Thanks for your reply! I wrote Phemar but he saif he is busy and can't really remember what he coded there :D
I solved the problem myself with some amateur-ish coded timer-SayBackground-parts combined with non blocking animations in rep_exec and r_e_a instead of using the module which i don't understand at all (roll)
Atm I needed this to happen for two rooms only. I can live with it though experienced coders would hit me if they ever see it I guess :-[
I actually thought BgSpeech is the common module for this problem below the AGS Version 3.4.X.X
What would you use to animate characters talking in the background, Gurok?
Quote from: Kumpel on Mon 25/01/2016 14:28:25
What would you use to animate characters talking in the background, Gurok?
I haven't had to deal with the problem of background animations for speech myself, so I don't know. I'm not saying BGSpeech is a bad choice. Perhaps it's just uncommonly used because not a lot of people do that kind of animation. Not sure.
i have used this module and found no ill effect...
i will test a few options and get back...
Slasher this (https://www.dropbox.com/sh/07lsgi1pswfandt/AAANyVI4oAbMsczy2dXv734Va?dl=0) is a clean project where you can see what I mean. Just click on the button in the upper right area and choose download as zip file. Please tell me if you get the same weird behaviour :-\
i'm unable to play game and i use 3.2.1
i'll get back..
Not even the compiled exe?
Ah okay. I am using 3.3.3.
Thx for your efford :)