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Messages - rvampire

#1
Quote from: Pumaman on Sun 08/02/2009 14:01:00
The video file is 720x576 -- so if you pass the FLAGS in as 0 it should play in a 720x576-sized box in the middle of the screen. This is what is happening in your second screenshot.

If you pass the FLAGS in as 1, it should stretch to full-screen with letterbox borders.

It looks like there was a bug in 3.1.1 where it was stretching the video even when you didn't ask it to. Change the 0 to 1 and it should play correctly for you. Please let me know if this sorts out the problem.


Yes, it works correctly now. Thank you! Though shouldn't the engine play the video at right shape regardless of flags? The pixel aspect ratio on that file is not 1:1 (they're not square pixels like the rest of the graphics) but rather closer to 1:1.78 (like in wide-screen DVD). So even with no resizing it still should be stretched to 1024x576, or have I understood something wrong?
#2
Here's the image from 3.1.1 (correct aspect ratio):



And here's the same video on 3.1.2:



The script line that plays the video:

PlayVideo("pool.ogv",eVideoSkipEscKey, 0);

And for testing the video can be found at:

http://students.osao.fi/~b7kujo01/pool.ogv (Its about 6 Mb)

I hope this is helpful!
#3
I think I found a bug. Anamorphic Theora video doesn't play in correct aspect ratio anymore. Worked correctly on 3.1.1. Does not matter if you play with DX5 or DX9, windowed or full screen. I didn't test with filters as the game resolution would have been too high for my screen (doubling 1024x768 gets pretty big    ;D )
#4
I'm aware what a conditional is  :) But following direct quote - including the quotation marks - sounds to me as a reference to interaction editor. Or maybe my reading comprehension is not so good, being a non-native speaker.  (Which you can tell from over sophisticated word choices  ;) )

QuoteAdd a "Conditional - if inventory item was used" check to determine which item they used.
#5
I noticed the interaction editor is still haunting the help file. Some parts of the help file concerning how to detect which inventory item the player is trying to use still reference interaction editor. I think you can find all the references if you search 'conditional' from the help file.
#6
Hello,

I've been using version 1.7.0 in my game and I think I found a bug: If I have a scrolling room and the character enters the room from a direction that requires the engine to show the room from somewhere else than upper left corner (say, I have a room sized 800x1000 and the character enters the room from the bottom) the hotspots outside the game resolution (in this case outside 800x600 rectangle) do not work properly. The GUI displays for a fraction of second in the wrong place (in this case at the bottom of 800x600 rectangle) and then disappears, probably because the mouse is not where the GUI is.

If the player enters the room so that the top left corner shows (in our example, from the top of the room), all the hotspots work correctly.

Also, sometimes the GUI script crashes on room change, though I am not sure what exactly causes it. In my game it only happens if I have two scrolling rooms linked so, that player exits the other from outside the 800x600 rectangle and then enters the new scrolling room also outside 800x600 rectangle. But even then only if I have not visited both rooms before from some other room. Error message is about null pointer reference on the line that gets custom properties from the player(?) character. Maybe loading the room and changing the viewport is so slow that when the code gets to this point, it has not yet loaded the character?
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