Quote from: Crimson Wizard on Fri 27/12/2024 01:54:47@yarooze there was a bug in AddWaypoint, here's a temp build with a fix:It works. Thank you.
https://cirrus-ci.com/task/5025614987526144
PlaySound("Your sound card works perfectly!");
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Show posts MenuQuote from: Crimson Wizard on Fri 27/12/2024 01:54:47@yarooze there was a bug in AddWaypoint, here's a temp build with a fix:It works. Thank you.
https://cirrus-ci.com/task/5025614987526144
Quote from: Crimson Wizard on Thu 26/12/2024 22:50:52Quote from: yarooze on Thu 26/12/2024 22:30:35and sometimes the game crashes then
Please tell is there any error message when it crashes?
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x779928CF; program pointer is +9908, engine version 4.0.0.11, gtags (0,9)
AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and contact the game author for support or post these details on the AGS Technical Forum.
Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK
---------------------------
function room_AfterFadeIn()
{
cEgo.Walk(50, 145);
cEgo.AddWaypoint(100, 145);
}
Quote from: cat on Mon 25/12/2023 20:41:21I just started the AGS editor to see if the splash screen is still there. I was not disappointed![]()
Error: Der Index war außerhalb des Arraybereichs.
Version: AGS 4.00.00.12
System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs.
bei AGS.Editor.AutoComplete.GetFunctionParametersAsVariableList(ScriptFunction func, List`1 variables)
bei AGS.Editor.AutoComplete.GetLocalVariableDeclarations(ScriptFunction func, List`1 localStructs, String scriptToParse, Int32 relativeCharacterIndex)
bei AGS.Editor.ScintillaWrapper.CheckFunctionForLocalVariables(Int32 currentPos, ScriptFunction func, String scriptExtract, Boolean searchWholeFunction)
bei AGS.Editor.ScintillaWrapper.GetListOfLocalVariablesForCurrentPosition(Boolean searchWholeFunction, Int32 currentPos)
bei AGS.Editor.ScintillaWrapper.FindLocalVariableWithName(Int32 startAtPos, String nameToFind)
bei AGS.Editor.ScintillaWrapper.GetFinalPartOfExpression(Int32 currentPos, ScriptStruct& memberOfStruct, Boolean functionsOnly)
bei AGS.Editor.ScintillaWrapper.CheckForAndShowEnumAutocomplete(Int32 checkAtPos)
bei AGS.Editor.ScintillaWrapper.ShowAutoCompleteIfAppropriate(Int32 minimumLength)
bei AGS.Editor.ScintillaWrapper.OnUpdateUI(Object sender, EventArgs e)
bei ScintillaNET.Scintilla.OnUpdateUI(UpdateUIEventArgs e)
bei ScintillaNET.Scintilla.WmReflectNotify(Message& m)
bei ScintillaNET.Scintilla.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
void SkyViewElement::SkyViewElement(SkyView *skyView, int is = 0)
import void SkyViewElement();
Quote from: Crimson Wizard on Wed 18/12/2024 18:24:04This is when you have "import" keyword used in function's body, like:
AGS Editor .NET 32-bit (Build 4.00.00.11) ** BETA VERSION **
v4.0.0, November 2024
struct Weapon
{
protected int damage; // this is our actual property to store the damage
import attribute int Damage; // this is our attribute
import int get_Damage();
import void set_Damage(int damage);
};
int Weapon::get_Damage()
{
return this.damage;
}
void Weapon::set_Damage(int damage)
{
this.damage = damage;
}
Weapon *weapon = new Weapon;
weapon.Damage = 10;
struct Weapon
{
protected int damage;
import int GetDamage();
import void SetDamage(int);
};
int Weapon::GetDamage()
{
return this.damage;
}
void Weapon::SetDamage(int damage)
{
this.damage = damage;
}
Weapon *weapon = new Weapon;
weapon.SetDamage(10);
Display("%d", weapon.GetDamage());
managed struct MyStruct
{
import void MyStruct(int data); // this is constructor
import readonly attribute int Data;
writeprotected int _data;
};
// script
void MyStruct::MyStruct(int data)
{
_data = data;
}
int get_Data(this MyStruct*)
{
return _data;
}
Quote from: Snarky on Sun 08/12/2024 14:57:22Note that there is a module that makes multiple TextBoxes work the way you would expect, with only a single one having focus:
https://www.adventuregamestudio.co.uk/forums/modules-plugins-tools/module-multitextbox-v1-00-handle-multiple-text-boxes/msg636616479/#msg636616479
It's pretty easy to use. There is also my TextField module that acts as a TextBox replacement and gives you a text cursor (caret) that allows you to edit the text in the middle, use copy-paste, etc. It also has only one TextField having focus at a time.
Quote from: eri0o on Sun 08/12/2024 12:44:27That is expected, the way it works is you have to disable the textbox you don't want to capture input and enable the ones you want to capture. There isn't anything like focus or selected state in GUI controls.
function TextBox2_OnActivate(GUIControl *control)
{
TextBox2.Enabled = false;
}
function Button2_OnClick(GUIControl *control, MouseButton button)
{
TextBox1.Enabled = false;
TextBox2.Enabled = true;
}
function TextBox1_OnActivate(GUIControl *control)
{
TextBox1.Enabled = false;
}
function Button1_OnClick(GUIControl *control, MouseButton button)
{
TextBox2.Enabled = false;
TextBox1.Enabled = true;
}
Quote
BACKGROUNDS:
4) EXERCISE YARD
CHARACTER DESIGN
2) Scientists (2) in robot lab
Quote from: Ascovel on Sun 09/05/2010 14:46:51Quote from: yarooze on Sat 08/05/2010 20:02:50
PS. Weren't you thinking 'boutsellingoffering the soundtrack as separate product?
Not a bad idea, who knows what will happen in the future...
I really wish we had some Jack-holding-the-fish figurines like Tzuko from Necroquest or The Dung Shoveler from Besieged.
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