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Topics - goodohman

#1
Hello CJ, I hope you'll have the time for this.

1. The API needs exposing of the new Audio objects and Attributes (anything else?)

2. BTW I've noticed that GetManagedObjectAddressByKey() never seem to return NULL, only addresses with 8 bytes increments.

3. for GetScriptFunctionAddress() - which f() are considered "script functions"? those which are not instantiated object methods? like Room.foo() and Screen.foo() ???

4. Could you PLEASE expose the managed objects' names?

Thanks!

Oh yes... in the risk that I might get kicked out - is there any way to remove a rectangle from being updated in your OnPaint?
or is it an absolute necessity to actually edit the raw BITMAP and that's it? (re the DirectShow flickering problem)

Thank you some more!


#2
Advanced Technical Forum / DirectShow plugin
Tue 16/11/2010 14:16:09
Hello CJ, pumaman, and/or any other people that can help with this.
I have this plugin that does a DirectShow video playback (currently using VMR9) and is very nice and versatile.
The problem is that when the video rectangle is located on the game rectangle, there is flickering because of the "fight" between the video's onpaint and the game's onpaint event.
I *THINK* the solution is something along the lines of what's suggested in the DirectShow docs, i.e., in the game's onpaint event, the painting should be done for the game's client area MINUS the video's client rectangle.
The issue is, how do I access the game's onpaint event?
It seems that the exposed events (pre/final/etc...) are EXTENSIONS of the paint event.
Is there another way? (constantly bringing the video to the foreground is not an acceptable solution)

Any idea? please please I really want us to have this plugin.

Thanks!

p.s.
Maybe the theoraplayer guy can help?
#3

CJ, pumaman, every man is a god, every man is truly free,
but,
what about the walkbehinds?
They make me C R A Z Y
The baseline seems never to be updated properly!

PLEAAASSSEEEEEEE FIX THIS and post an editor update, or tell me the right magical sequence to make it work.

THANKS!
#4

Hi,

I have a strange problem.
I have a room with 2 backgrounds, the main and the extra one.
When animating them, the extra one become all corrupted, as if the background is reduced to 4-bit color or something like that.
Then, in the editor it still looks ok,
BUT,
if in the editor I switch it to the main background, then save the room, then close the room editor, then reopen it and switch to the extra background, I can see the same corrupt background there.

The strange thing is that I have another room with extra background animating, and no problem there!

Does anyone has an idea??

All the backgrounds are 16-bit color. The problem happens regardless of the game being set as 16 or 32 bit.

a side question - is there a way to turn off the auto cycling of backgrounds without explicit SetBackground lockings?

TIA
#5
Advanced Technical Forum / AGVS
Fri 05/11/2010 03:15:38
Hello to everybody and CJ in particular!
Since my question involves many aspects, I decided to start a new thread.
How about if instead of squeezing more and more functionality out of AGS scripting, we could go the other way around, i.e. have the AGS as a .NET plugin that can be incorporated in VS for example (that's why AGVS). This way, every room can be some sort of a "Form" (or other GUI container) and all the power of C# and .NET for example can be available immediately.
Is it possible, and what, actually prevents you from doing so?

TIA!
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