Author Topic: MODULE: QueuedSpeech v4.1 - Updated 1 Oct 2016 (Bugfix edition)  (Read 14623 times)

monkey0506

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You can download v3.5 by going here. Click the arrow to the far right to download the SCM file.

monkey0506

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Bump for new version! Details in the first post.

cat

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The module crashed on me during the final test run just one hour before the MAGS deadline :-\



It only happened once, but it crashed the complete game. I have no clue what this line is supposed to do anyway, so I just commented it out. This line cannot work at all, it will always be a blocking function within rep_ex_always...

Slasher

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If Block == eNoBlock

should lines not read:
Code: Adventure Game Studio
  1. chara,Walk(xx, yy, Block)
  2.  

Just a stab in the dark...

cat

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It does not make sense either way because in rep_ex_always you are never allowed to use blocking functions...

I guess we have to wait for monkey0506.

i'm using Build 3.3.5.5 of AGS and the v.4.0 of this module doesn't works
_______________________________________ ____________________

i'm using Build 3.3.5.5 of AGS and the v.4.0 of this module doesn't works
Does it give any error messages, or it simply fails to perform what it must?

cat

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As written in the first post, this module requires AGS 3.4.0

However, with the current bug not solved, I STRONGLY ADVICE AGAINST USING THIS MODULE

monkey0506

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I've only just noticed this bug report. I haven't been around the forums much lately. The line in question was an incomplete attempt at getting the character to be able to move about freely without destroying or stopping the queued speech. This code was not meant to be included in the production release of v4.0, I apologize for that. Commenting it out won't harm anything in the rest of the module. I will upload a fixed v4.1 shortly, which will utilize #362 for AGS v3.4.1+ (and ignoring that feature for prior AGS versions).

Edit: Actually... looking at the changelog, it seems that I forgot that the feature wasn't fully implemented. It's been well over a year since I released this version, so I don't recall.

Edit, Mk. II: v4.1 is uploaded, and I even tested the changes. :=
« Last Edit: 02 Oct 2016, 05:24 by monkey0506 »

rmonic79 just encountered a bug regarding voice speech, but it was an easy fix:
On line 170, the second boolean has to be inverted.
Fail at Floaty Rog' now!  still having to deal with what games are going through

Hi! I'm using this great module and I ran into a small issue. If I change the language ingame, while a bunch of queued speeches playing, then it doesn't translate these texts. I have the "GetTranslation" part before the texts but it works only if I change the language before I start to play the QueuedSpeech. Is there and easy way to update the actual speeches somehow? Or should I replay all queued speeches manually when I change the language? Thank you in advance for your help!

I was not sure if the module stores already translated text, or untranslated text?
If latter, the easiest fix would be to go into function BuildOverlay inside the module's script and do this at the very beginning:
Code: Adventure Game Studio
  1. message = GetTranslation(message);
  2.  
this will ensure it always displays current messages in current language. But you have to also make sure to pass non-translated strings in the module's functions from outside.


Since you asked about this on Discord, I'd also mention that the module strangely does not account for room scrolling... Again, the quick fix seems to be this: go again to BuildOverlay,
1) Put this at the beginning:
Code: Adventure Game Studio
  1. int char_x = this.x - GetViewportX();
  2. int char_y = this.y - GetViewportY();
  3.  
2) Replace all other this.x and this.y with char_x and char_y inside function BuildOverlay.