Note: Running version 3.5.0.25 (July 2020).
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{ bBlessing.NormalGraphic = 411; }
Quote from: eri0oCan you tell which AGS version are you using exactly? It's usually in the about menu and has the format of something like 3.5.0.XX
Quote from: Crimson WizardSimilar question was asked several hours ago: https://www.adventuregamestudio.co.uk/forums/index.php?topic=58881.0
If you have same problem it's best to merge discussions in one thread.
if (cCharacter.ActiveInventory == iKey)
{ bBlessing.NormalGraphic = 411; }
Quote from: Crimson Wizard on Thu 16/04/2020 12:55:53I wonder, would you be able/willing to send me the 3.5.0 project files and the room's backup to try compiling the game under debugger and investigate what causes the crash/corruption?
Quote from: Crimson Wizard on Thu 16/04/2020 11:03:35The weird format number in the message usually indicates a file corruption.
Did this happen immediately after you moved to AGS 3.5.0, like first time you run compilation, or some time later?
Do you still have a backup from previous version (3.4.1)? If so, and you may open this room in AGS 3.4.1, then could you try copying it to AGS 3.5.0 project and see if it opens there?
Quote from: Khris on Thu 16/04/2020 08:31:02
If you can no longer open the room from the editor, the same will be true for the engine. The file got broken somehow; I'd copy the room script, then delete and recreate the room.
If that's going to be a pain, now's the time to start with regular backups
QuoteScript API version: Latest version
Script compatibility level: 3.4.1
QuoteScript API version: Latest version
Script compatibility level: 3.4.0
QuoteScript API version: 3.4.1
Script compatibility level: 3.4.1
QuoteAGS.Types.AGSEditorException: Unable to load the room file 'room43.crm'.
Format version not supported.
Required format version: 12079, supported 17 - 33.
cPieCir.SayAt(440, 300, 400, "&2 Well, well, well... what do we have here?");
cCharacter.SayAt(440, 300, 400, "&354 Hi, I'm...");
cPieCir.SayAt(440, 300, 400, "&3 Oh, we know who you are...");
AudioChannel *BGMusic;
//Set SetBGM Background Music behavior
void SetBGM(AudioClip *music)
{
if (BGMusic == null || BGMusic.PlayingClip != music)
{
BGMusic = music.Play();
}
}
void on_event(EventType event, int data)
{
if (event == eEventEnterRoomBeforeFadein)
{
if ((player.Room == 1) || (player.Room == 2) || (player.Room == 3) || (player.Room == 4) || (player.Room == 5) || (player.Room == 6) || (player.Room == 7) || (player.Room == 8) || (player.Room == 9) || (player.Room == 14) || (player.Room == 15) || (player.Room == 10) || (player.Room == 64) || (player.Room == 68)) SetBGM(aMarysTheme);
if ((player.Room == 48) || (player.Room == 49) || (player.Room == 50) || (player.Room == 51) || (player.Room == 52) || (player.Room == 53) || (player.Room == 54) || (player.Room == 55) || (player.Room == 56) || (player.Room == 57) || (player.Room == 58) || (player.Room == 59) || (player.Room == 60) || (player.Room == 61) || (player.Room == 62) || (player.Room == 63)) SetBGM(aMirrorMaze);
if ((player.Room == 38) || (player.Room == 39) || (player.Room == 40) || (player.Room == 41) || (player.Room == 42) || (player.Room == 43) || (player.Room == 44) || (player.Room == 45) || (player.Room == 46) || (player.Room == 47)) SetBGM(aHauntedHouse);
if ((player.Room == 28) || (player.Room == 29) || (player.Room == 30) || (player.Room == 31) || (player.Room == 32) || (player.Room == 33) || (player.Room == 34) || (player.Room == 35) || (player.Room == 36)) SetBGM(aMenagerie);
if ((player.Room == 21) || (player.Room == 22) || (player.Room == 23) || (player.Room == 24) || (player.Room == 25) || (player.Room == 26) || (player.Room == 27)) SetBGM(aMuseum);
if ((player.Room == 37) || (player.Room == 69) || (player.Room == 65)) SetBGM(aFortuneTeller);
if ((player.Room == 11) || (player.Room == 12) || (player.Room == 13)) SetBGM(aStreets);
if ((player.Room == 19) || (player.Room == 20)) SetBGM(aAfterHoursTent);
if ((player.Room == 17) || (player.Room == 18)) SetBGM(aCircus);
if ((player.Room == 71) || (player.Room == 72)) SetBGM(aIntroScreen);
if (player.Room == 66) SetBGM(aGarden);
if (player.Room == 67) SetBGM(aDeath);
if (player.Room == 16) SetBGM(aVardo);
if (player.Room == 70) SetBGM(aIntroScreen);
}
}
void SetBGM(AudioClip *music)
{
if (BGMusic == null || BGMusic.PlayingClip != music)
{
BGMusic = music.Play(eAudioPriorityHigh, eRepeat);
}
}
void SetBGM(AudioClip *music)
{
if (BGMusic == null || BGMusic.PlayingClip != music)
{
BGMusic = music.Play();
}
}
void on_event(EventType event, int data)
{
if (event == eEventEnterRoomBeforeFadein)
{
if ((player.Room == 1) || (player.Room == 2) || (player.Room == 3) || (player.Room == 9) || (player.Room == 14)) SetBGM(aMarysTheme);
if ((player.Room == 48) || (player.Room == 49) || (player.Room == 50) || (player.Room == 56) || (player.Room == 63)) SetBGM(aMirrorMaze);
if ((player.Room == 38) || (player.Room == 39) || (player.Room == 40) || (player.Room == 45) || (player.Room == 47)) SetBGM(aHauntedHouse);
if ((player.Room == 28) || (player.Room == 29) || (player.Room == 30) || (player.Room == 33) || (player.Room == 36)) SetBGM(aMenagerie);
if ((player.Room == 21) || (player.Room == 22) || (player.Room == 25) || (player.Room == 26) || (player.Room == 27)) SetBGM(aMuseum);
if ((player.Room == 37) || (player.Room == 69) || (player.Room == 65)) SetBGM(aFortuneTeller);
if ((player.Room == 11) || (player.Room == 12) || (player.Room == 13)) SetBGM(aStreets);
if ((player.Room == 19) || (player.Room == 20)) SetBGM(aAfterHoursTent);
if ((player.Room == 17) || (player.Room == 18)) SetBGM(aCircus);
if ((player.Room == 71) || (player.Room == 72)) SetBGM(aIntroScreen);
if (player.Room == 66) SetBGM(aGarden);
if (player.Room == 67) SetBGM(aDeath);
if (player.Room == 16) SetBGM(aVardo);
if (player.Room == 70) SetBGM(aIntroScreen);
}
}
if ((BGMusic == null) || (BGMusic.PlayingClip != aStreets))
{
BGMusic = aStreets.Play();
}
else if (BGMusic.PlayingClip == aStreets)
{
return;
}
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