TEMPLATE: SCUMM VERBCOIN GUI v2.0.0 (for AGS 3.x)

Started by Electroshokker, Sun 21/10/2007 16:31:02

Previous topic - Next topic

Electroshokker

Quote from: Helme on Fri 03/04/2009 17:01:14
I still have a problem with the GUI.

In some cases (like Buttons for "Start", "Load", & "Quit" in the starting screen) I want to proceed a simple click without using the Verb Coin but I dont know how. If I deactivate the VerbCoin nothing happens when a click somewhere.

That's exactly the point. You disable the verbcoin module, any interactions or mouse-click events you wish to process you'll have to code yourself.

This was included so you could have mini-games or other stuff in your game where you don't want my module to interfere.

However, for your particular issue: every hotspot/character/object/item has the 'act' property. If you set this property to 'true' (it's a boolean), any clicks on the hotspot/character/object/item  will be processed immediately as an interact event.


Just left click on the ... field next to 'Properties'

Helme


JpSoft

I dont know if this was notified before, but i will post it anyway.

In scrolling rooms the verbcoin is not displayed in the right position (640x480 game, room 900x480 where i had this issue). I changed the declaration of gui_verbcoin_border which was bad implemented and now it works perfect.

Also, the act property to allow fast clicks is not complete. After all, if the player keep the mouse button down, the verbcoin will popup anyway. I just included a new boolvariable (VerbCoinAvailable) and add this in your module:
Code: ags

timer++;
if (!VerbCoinAvailable) timer = 1;
if (timer >= 15)
{
//Show verbcoin routines
}


I hope this helps.

Jp

Electroshokker

Quote from: JpSoft on Wed 27/05/2009 18:08:16
I dont know if this was notified before, but i will post it anyway.

In scrolling rooms the verbcoin is not displayed in the right position (640x480 game, room 900x480 where i had this issue). I changed the declaration of gui_verbcoin_border which was bad implemented and now it works perfect.

Also, the act property to allow fast clicks is not complete. After all, if the player keep the mouse button down, the verbcoin will popup anyway. I just included a new boolvariable (VerbCoinAvailable) and add this in your module:
Code: ags

timer++;
if (!VerbCoinAvailable) timer = 1;
if (timer >= 15)
{
//Show verbcoin routines
}


I hope this helps.

Jp

Actually, I have in my possession a brand new (customized) version of this module, which does not have any problems found in this version, (as far as I know) which is infinite more stable.

However, I don't have the time to do the code-merge at this time. My priorities lie elsewhere at the moment.

Rest assured, I WILL perform an update of this module somewhere in the (hopefully near) future. Between being a full-time coder on my day job, my girlfriend and the Linux engine + some other stuff, I'm pretty busy.

mikosworld

Electroshokker ?
Would it be possible to program a outline system in your template? Ie when an object of the inventory in overlap with another in the inventory or in the scene, it displays a small outline (color and thickness you want) as in Monkey Island 3 ...

Helme

Sorry, Electroshokker.

I got to report another bug to you. If you override the VerbCoin by setting the propertie 'act true' the game can crash, when you click at a destination where hotspots, objects or chars are close to each other.  For example if a charakter stands before a hotspot and you click at the edge of the charakter.

The game crashes with the following massage:
in 'Scumm VerbCoinGui.asc", line 547
Error: Error running function: 'repetedly_execute':
Error: Null pointer referenced


corrado1989

#86
Hi, I need some help...
I'm Italian, excuse me for my very bad translation ;D

I started a new game using the VerbCoin, but I have some problems...

When I write something like this, in the room scripts:

function oPoster_Interact()
{
 cEgo.Walk(459, 352, eBlock, eWalkableAreas);
 oPoster.Visible = false;
 cEgo.AddInventory (iPoster, 0);
 return;
}

My character should walk in the position (459,352) but he stops in another point of the room. :-[
This problem appears only when I use the VerbCoin
Could someone help me? Please I'm a beginner and I found this VerbCoin wonderful!! I want to use it!! :)

Pumaman

On the General Settings pane, check the "Use low-res co-ordinates in script" setting -- I can't remember what it's set to with the Verb Coin template.

corrado1989

Thank you very much, now it works perfectly!!

MarceloCSC

Quote from: beckymov on Mon 23/02/2009 14:47:17
I am using SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+) for a game I'm currently working on. However, I have a problem when using the ShowPlayerCharacter = false on the room settings. When I use this setting  I am no longer able to call up the inventory at all. Not sure what I'm missing to make this work?  ???

Hello, I'm having the same problem as beckymov, I can't bring up the inventory while hiding the playable character. Can anyone give me some hint on how to make this work?

beckymov

hello. no one ever got back to me on this one but i managed to find a way around it by keeping ShowPlayerCharacter set to true, setting 0 on players view for the room (both on the edit room panel)  and editing the room script to set the players idle view and talking view to a blank one on: function room_Load()

e.g.

function room_Load()
{
cEgo.SetIdleView(-1,  0);
cEgo.SpeechView = -1;
}
then
resetting to the desired views on exiting that room.

e.g.

function hExit_Interact()
{
player.ChangeRoom(1, 522, 351);
cEgo.SpeechView = 13;
cEgo.SetIdleView (6, 15);
}


hope this helps!    :)

Monk

Quote from: beckymov on Thu 24/09/2009 22:16:46
hello. no one ever got back to me on this one but i managed to find a way around it by keeping ShowPlayerCharacter set to true, setting 0 on players view for the room (both on the edit room panel)  and editing the room script to set the players idle view and talking view to a blank one on: function room_Load()

So far, this one helps me alot.. hope theres some fixes available soon :) thank you beckymov !

THANKS :

Shokkermeister for updating the module, new features really helps alot!

Haggis

Edit 2: Oh dear - user error i assume. I just commented out all the 'custom' options - seems to have resolved the issue. I must have removed them from somewhere else in the module at some point I guess. My bad.  :-[ Apologies mods.

Edit: I can't actually replicate this error in a new game - puzzling. Wonder if it's a known smoothscroll parallax compatability issue (although error occurs when scrolling is not taking place)... anyway if anyone has any advice on the below then let me know.

Not sure if posting here will get me into trouble as this is quite an old topic now - but i've noticed the same error that Helme raised previously and i was wondering if anyone else had experienced this error and found a way to resolve it. It still occurs with the latest version of this module. I've tried in vain to resolve it and have searched the forums of other examples of people experiencing this issue and Helme is the only other.

The Bug:

Imagine you were to create a hotspot that represented a door in a non-scrolling room, and on the wall next the door you placed an object. The door hotspot is then configured to act on a single click interaction rather than verbcoin interface (property 'act' = true) so that on a single click the player walks to the door and exits the room.

The bug occurs if you do the following -
*Click on door to initiate the character interaction.
*In-between the character walking to the door and changing rooms move the mouse cursor so that it is now positioned over the object next to the door.
*When the door interaction attempts to run the change room interaction a 'null pointer referenced' error is thrown referencing this line in the 'Scumm Verbcoin GUI.asc':

"...
else if (GetLocationType(mouse.x,mouse.y) == eLocationObject){
       custom_1 = obj.GetTextProperty("Custom_Look"); //THIS LINE REFERENCED AS ERROR
..."

I think the cause has something to do with the module repeatedly checking the mouse x/y coordinates for a hotspot, object, character etc but i'm not skilled enough to try and resolve the issue further.

Anyone able to help?

Asides from this bug, I love this module. ;D

TomatoesInTheHead

Concerning the function DisableInventory(optional bool value):

I think it is very counter-intuitive to make this parameter optional.
This way, DisableInventory() is the same as DisableInventory(false), and actually enables the inventory (again).

My suggestion is to change it to either
1)
Code: ags
DisableInventory(bool value);

with mandatory parameter, true to disable, false to enable,
or
2)
Code: ags
DisableInventory();
EnableInventory();

or
3)
Code: ags
DisableInventory(optional bool value);

where DisableInventory() actually disables the inventory (the provided backwards compatibility might actually be dangerous if people used DisableInventory() to enable the inventory again),
or
4)
Code: ags
DisableInventory(optional bool value);
EnableInventory(optional bool value);

as a mixture of 3 and 4 (working like 3, with some backwards comaptibility like 4),
or
5)
Code: ags
SetInventoryEnabled(optional bool value);

where SetInventoryEnabled() enables the inventory. Would mean that everyone had to change her code from older games, but this way it's also not error-prone like options 2, 3 and 4 where only the behaviour of the function would change, but all games created with the current version would compile without a warning.

Same goes for the function DisableVerbCoinGUI.

DisableVerbCoinGUI I think also has another bug (or intended feature I don't fully understand):
If I disable the GUI, the inventory always shows up, no matter if it's enabled or not, and can't be closed.

Adder

As this is a fairly old post, I'm not sure if this will help anyone but I've been struggling with the same issue Haggis mentions re. the 'null pointer' and was just about to re-ask the question when I stumbled upon (what seems to be) the solution:
(I think this is how it works, I'm pretty new to all this stuff)
I had all my 'exit' hotspots set with walk-to points,  as the default walk is 'eNoBlock' and the verbcoin can still be called and it causes problems (or did for me).  By taking out all the walk-to points and using instead a 'player.Walk' command in the room script I can pass 'eBlock' - so that the verbcoin won't be accidentally called before you change rooms.
It seems to work for me.

I hope this makes sense and can be of some help to others who may have a similar problem.

Adrian

Hello,

I know, this thread hasn't been in use for quite a while, but I think I'm in the right spot here.

The VerbCoin Template is absolutely great but I have a litte issue with it:
When I set the player character's starting room to a different one than 1, I'm not able to open the inventory item. Right click has no effect then.
Works with all other room as starting room, though.

EDIT: Does NOT work with other rooms than room 1. Sorry.

I'm sure this is a minor issue. Can anybody tell my how to fix it?

Thanks!

EDIT: Seems this thread is out of order, so I moved this post to Beginners' Technical Questions. :)

dbuske

What if your blessings come through raindrops
What if your healing comes through tears...

Khris

So?
The template is included with AGS and has been for long time now.

Adrian

Just to let you know. There's an isue with this module:

If you change to a room where the ShowPlayerCharacter property in the room property grid is set to false, the inventory item will not show up any more, even if you change back to a room where the property is set ot true.

I avoid the issue by using the player.transparency command instead.

Electroshokker

#99
Scumm Verbcoin 2.0.0 is out! (only 6,5 years after the original release :-X)

This new version is for AGS 3.3 only, and breaks older versions of the module. Therefore, it's released as a template file only. (See first post of the thread)

I was planning some beta testers to go through it to get some upgrading instructions, but no one volunteered so far.
So... be warned if you try to upgrade ;)

Feel free to post bug reports here.

EDIT The documentation and the template have been sent to CrimsonWizard so it can be included in the next AGS release build.

SMF spam blocked by CleanTalk