Problem with cutscene

Started by tiagocorreia, Tue 30/05/2006 15:31:18

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tiagocorreia

Hi, I've this big cutscene (not that big), but when i press ESC it takes quite a long time (5 to 8 seconds) before the user can do something again. Every thing is frezed.

This code is inside the first time player enter on a room. I'm using the latest beta version.

Any ideias?

I've a Speech.vox file for all the voices. I've also a background sound playing (I've already tried to disable it, but its the same).

Code: ags
  StartCutscene(eSkipESCOnly);
  
  cTiago.x = 279;
  cTiago.y = 224;
  player.x = 178;
  player.y = 216;
  
  cPedro.Say("&89 Ai, argh... chiça!");
  cTiago.Say("&90 Já acordaste?");
  cPedro.Say("&90 Acho que parti a perna. AH!!!!");
  player.Say("&441 Acho que estamos perdidos.");
  player.Say("&442 E numa ilha deserta!");
  cTiago.Say("&91 Um azar nunca vem só.");
  cPedro.Say("&91 Tenham calma. Não é nada de grave.");
  cPedro.Say("&92 Tudo se vai resolver.");
  cPedro.Say("&93 Olhem! O barco está lá ao fundo.");
  cPedro.Say("&94 Parece-me que não está muito estragado.");
  cTiago.Say("&92 Isso é porque ainda não estás a ver bem.");
  cTiago.Say("&93 Temos um rombo no casco.");
  player.Say("&443 Um rombo no casco? E agora??");
  cPedro.Say("&95 Laura, tens de me ajudar.");
  cIrinajump.ChangeRoom(eRoomBeach1,  202, 0);
  cIrinajump.Walk(150, 52, eNoBlock, eWalkableAreas);
  cPedro.Say("&96 Preciso que encontres alguém para arranjar o barco.");
  player.Say("&444 Nesta ilha deserta? Não há ninguém!");
  cIrinajump.Walk(33, 29, eNoBlock, eWalkableAreas);
  
  cTiago.Say("&94 Olha um pára-quedas!!!");
  cTiago.Say("&95 Alguém saltou!");
  cPedro.Say("&97 Laura, és a mais velha. Vai pedir ajuda ao pára-quedista.");
  player.Say("&445 Ok Pedro, vou já.");
  player.Say("&446Esta é uma missão para");
  player.Say("&447Super Mega Extra Hiper Laura!");
  int stopCutscene = EndCutscene();

Khris

My wild guess is that it's probably due to Irinajump being told to Walk although she's in a different room.
If the code is in eRoomBeach1, though, just call this
Code: ags
cIrinajump.x=202;
cIrinajump.y=0;

to change her position.

SSH

Are you sure that the delay is happening within the cutscene? Put a Display right after your endcutscene...

Also, AGS can't display foreign characters, apart from within translation files, I believe...
12

tiagocorreia

I've tired to put Display after, and it takes quite a long time to appear, afer I press ESC key.

About the character cIrinajump, this is on the same room.
I've tried to remove that line, and put the character already in that room, but it's the same.

GarageGothic

Is it the same if you put just
Code: ags
EndCutscene();
instead of
Code: ags
int stopCutscene = EndCutscene();
? The functionality should of course be the same, but I'm not sure what the skip cutscene code checks for.

Pumaman

Has anyone else had problems with cutscene skipping being slow?

SSH

Do you have a dual-core AMD CPU, tiago?
12

Kweepa

Quote from: Pumaman on Tue 30/05/2006 20:48:48
Has anyone else had problems with cutscene skipping being slow?

I noticed some slowdown while developing the fire plugin, until I disabled the fire when the skipping cutscene flag was set.

Given that, I'm guessing that tiago has some of Akumayo's particles going in this room. It's probably a good idea to check (in the module) if the cutscene is being skipped and if so, don't update or render the particles.
Still waiting for Purity of the Surf II

tiagocorreia

I've a single core CPU.

I've the particles from Akumayo's, but in another room. I've disabled the particles system by removing the repeatedly_execute_always function. This solved the problem.

So now I've to dig on this particle system, maybe Akymayo could help me. The main difference is that I've changed fromt repeatedly_execute to repeatedly_execute_always, since I want the particles to be running all the time.

I've already made same changes to speed up, but are not complete ok. This module does need some optimization code.

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