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Messages - -Squall-

#1
I tried to change "room_Load" for "room_FirstLoad" and it worked!

Thank uou very much!  ;)
#2
Quote from: Arj0n on Mon 01/11/2010 23:51:13
Can you upload it so I can place it in ags and compile to see if it works on my pc?
Here is: http://www.megaupload.com/?d=U2HG6SNH

And this is my code:

function room_Load()
{
PlayVideo("video01.ogv",3, 11);
FadeIn(1);
gMenu.Visible = true;
}

Thank you!
#3
Quote from: Arj0n on Mon 01/11/2010 22:24:39
This might work:

1. make video in AfterEffects
2. save in MOV format, with the Sorenson compression set to the highest quality...
3. use the program GF (ffmpeg2theroa) 2007.2 to convert that MOV file to "ogg"...

Converter: ffmpeg2theora-0.27
Frontend: GFrontend (ffmpeg2theora) v2007.2 Final

4. rename "ogg" file manually to "ogv".

[Step 1 can of course be done with other programs and step 2 can be saved in another format]

;)

Thank you very much, but it doesn't work... the same black screen. Should I try other resolutions? I can upload a video if needed ...
#4
Quote from: Arj0n on Mon 01/11/2010 09:44:31
known problem...
They don't play bormal using winsetup->D3D9?
No, I can hear the music but I only see the black screen :(
#5
Quote from: mode7 on Sun 31/10/2010 18:43:17
which encoder did you use? can you playback the ogv in another media player?
I used Theora Converter, and they work fine with VLC player.
#6
Quote from: mode7 on Sun 31/10/2010 14:47:16
does it work in direct draw 5?

No :( The same black screen in both drivers.
#7
Hi!

I have a problem with playing .ogv format videos. I placed them into game main folder (video01.ogv, etc), but when I run the game, videos result in a black screen (though I hear the videos music). I used PlayVideo command.
I've tried to install the new AGS version (3.2), and I changed the resolution of the videos, but still had the same problem.
I changed drive codec to direct 3D 9 too. My game's resolution is 800x600 with 32 bits.
(In .AVI they work fine, but other people can't play them, that's because i'm trying to use ogv format and build them into the EXE)

Any suggests?
Thank you very much!
#8
Thank you very much, KhrisMUC!

It works  ;D
#9
Thanks, but unfortunately it doesn't work  :(

Maybe GetLocationName only works with gInventory hidden... (because it works in my status line, but not in my label on inventory)

I realized too that player.ActiveInventory.name returns "null" until I close inventory and open it again. Then returns active item's name, even I change mouse mode or I click in another item. Maybe the problem is that the game is paused when I click on inventory's button?

Thanks a lot!

#10
OMG, I'm really stupid. Thank you densming.

By the way, other question:
The item's name appears in label, ok, but when I click them I would like the label shows "Use (Active inventory name) with (item on mouse over)" or similar. I tried this:
Code: ags

if(mouse.Mode == eModeUseinv) {
LabelObj.Text = String.Format("Use %s with %s", player.ActiveInventory.Name, "@OVERHOTSPOT@");
} 
else{
  LabelObj.Text = "@OVERHOTSPOT@";

}


in show_inventory_window function, but it doesn't work.

This is my mouse_on_click function:

Code: ags

function on_mouse_click(MouseButton button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
     if (gInventory.Visible == true) {
   if (button == eMouseRightInv) {
        mouse.Mode = eModeInteract;
        mouse.UseModeGraphic(eModePointer);
      }
      else if (button == eMouseRight) {
                mouse.Mode = eModeInteract;
        mouse.UseModeGraphic(eModePointer);
        }
      else if ((button == eMouseLeftInv) && (Mouse.Mode == eModeInteract)) {
        player.ActiveInventory=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
        Mouse.Mode=eModeUseinv;
      }
      else if ((button == eMouseLeftInv) && (Mouse.Mode == eModeLookat)) {
        inventory[game.inv_activated].RunInteraction(mouse.Mode);
      }
      else if ((button == eMouseLeftInv) && (Mouse.Mode == eModeUseinv)) {
        inventory[game.inv_activated].RunInteraction(mouse.Mode);
      }
    }
    else {
	// Game paused, gInventory not on - do nothing
    }
  }
  else if (button == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else if (button == eMouseRight) {   // right-click, so cycle cursor
    mouse.SelectNextMode();
  } 
}



Thank you for your patience!
#11
Hi everyone:

I want to show item's name in a label on the GUI inventory on mouse over. I think i have to use InventoryItem.GetAtScreenXY(mouse.x, mouse.y) or similar, but i'm not sure. I have LucasArts status style in game (showing name in a label in top), but in Inventory it doesn't work. I don't mind if item's name are located in the same label or in a different one.

I have AGS v.3.0.2. I searched in forum but I didn't found an answer.

Thank you very much!  ;)
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