Works with 3.3.0 beta (dkh's demo script).
I think I will try making a simple multiplayer game with this.
I think I will try making a simple multiplayer game with this.
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> AGS.Native.dll!Platform::Assert(char* c = 0x10133EB4, char* file = 0x10133E98, int line = 1932) Line 2131 C++
AGS.Native.dll!Editor::LayoutLine(int line = 1, Surface* surface = 0x0731C3A8, ViewStyle& vstyle = {...}, LineLayout* ll = 0x0732CC68, int width = 134217727) Line 1933 C++
AGS.Native.dll!Editor::Paint(Surface* surfaceWindow = 0x0732C2A8, PRectangle rcArea = {...}) Line 2899 C++
AGS.Native.dll!ScintillaWin::WndPaint(unsigned int wParam = 0) Line 440 C++
AGS.Native.dll!ScintillaWin::WndProc(unsigned int iMessage = 15, unsigned int wParam = 0, int lParam = 0) Line 553 + 0xf bytes C++
[External Code]
AGS.Native.dll!ScintillaWin::SWndProc(HWND__* hWnd = 0x002007B6, unsigned int iMessage = 15, unsigned int wParam = 0, int lParam = 0) Line 2379 + 0x27 bytes C++
[Frames below may be incorrect and/or missing, no symbols loaded for mscorwks.dll]
[External Code]
AGS.Controls.dll!Scintilla.ScintillaControl.WndProc(ref System.Windows.Forms.Message m = {msg=0xf (WM_PAINT) hwnd=0x2007b6 wparam=0x0 lparam=0x0 result=0x0}) Line 648 + 0xb bytes C#
[External Code]
user32.dll!766062fa()
user32.dll!76606d3a()
user32.dll!76606ce9()
user32.dll!76618336()
AGSEditor.exe!AGS.Editor.DockingContainer.Refresh() Line 31 + 0x8 bytes C#
AGSEditor.exe!AGS.Editor.TabbedDocumentManager.DocumentTitlesChanged() Line 108 + 0x40 bytes C#
AGSEditor.exe!AGS.Editor.frmMain.DocumentTitlesChanged() Line 257 + 0x10 bytes C#
AGSEditor.exe!AGS.Editor.GUIController.DocumentTitlesChanged() Line 449 + 0xd bytes C#
AGSEditor.exe!AGS.Editor.Components.BaseComponentWithScripts<AGS.Types.ScriptAndHeader,AGS.Types.ScriptFolder>.UpdateScriptWindowTitle(AGS.Editor.ScriptEditor editor = {AGS.Editor.ScriptEditor}) Line 79 + 0xd bytes C#
AGSEditor.exe!AGS.Editor.Components.BaseComponentWithScripts<AGS.Types.ScriptAndHeader,AGS.Types.ScriptFolder>.ScriptEditor_IsModifiedChanged(object sender = {AGS.Editor.ScriptEditor}, System.EventArgs e = null) Line 53 + 0xb bytes C#
AGSEditor.exe!AGS.Editor.ScriptEditor.scintilla_IsModifiedChanged(object sender = {Scintilla.ScintillaControl}, System.EventArgs e = null) Line 746 + 0x1d bytes C#
AGSEditor.exe!AGS.Editor.ScintillaWrapper.OnSavePointLeft(object sender = {Scintilla.ScintillaControl}, System.EventArgs e = null) Line 687 + 0x1d bytes C#
AGS.Controls.dll!Scintilla.ScintillaControl.DispatchScintillaEvent(Scintilla.SCNotification notification = {Scintilla.SCNotification}) Line 567 + 0x1f bytes C#
AGS.Controls.dll!Scintilla.ScintillaControl.WndProc(ref System.Windows.Forms.Message m = {msg=0x204e (WM_REFLECT + WM_NOTIFY) hwnd=0x2007b6 wparam=0x2007b6 lparam=0x6bc698 result=0x0}) Line 659 + 0x49 bytes C#
[External Code]
user32.dll!766062fa()
user32.dll!76606d3a()
user32.dll!76606ce9()
user32.dll!76606de8()
user32.dll!76606e44()
ntdll.dll!77b2010a()
user32.dll!766072b9()
user32.dll!7661216b()
user32.dll!766062fa()
user32.dll!76606d3a()
user32.dll!76606ce9()
user32.dll!76606de8()
AGS.Native.dll!SendMessage(HWND__* hWnd = 0x00140644, unsigned int Msg = 78, unsigned int wParam = 2099126, int lParam = 7063192) Line 3251 + 0x11 bytes C++
AGS.Native.dll!ScintillaWin::NotifyParent(SCNotification scn = {...}) Line 1163 + 0x4d bytes C++
[External Code]
AGS.Native.dll!Editor::NotifySavePoint(bool isSavePoint = false) Line 3612 C++
AGS.Native.dll!Editor::NotifySavePoint(Document* document = 0x073264A8, void* userData = <undefined value>, bool atSavePoint = false) Line 3719 C++
[External Code]
AGS.Native.dll!Document::NotifySavePoint(bool atSavePoint = false) Line 1406 + 0x57 bytes C++
AGS.Native.dll!Document::DeleteChars(int pos = 0, int len = 22) Line 386 C++
AGS.Native.dll!Editor::ClearSelection() Line 3412 + 0x1a bytes C++
AGS.Native.dll!Editor::Clear() Line 3513 C++
AGS.Native.dll!Editor::WndProc(unsigned int iMessage = 2180, unsigned int wParam = 0, int lParam = 0) Line 5760 C++
AGS.Native.dll!ScintillaBase::WndProc(unsigned int iMessage = 2180, unsigned int wParam = 0, int lParam = 0) Line 724 + 0x12 bytes C++
AGS.Native.dll!ScintillaWin::WndProc(unsigned int iMessage = 2180, unsigned int wParam = 0, int lParam = 0) Line 954 + 0x18 bytes C++
[External Code]
AGS.Native.dll!Editor::KeyDown(int key = 308, bool shift = false, bool ctrl = false, bool alt = false, bool* consumed = 0x07320368) Line 4620 + 0x25 bytes C++
AGS.Native.dll!ScintillaWin::WndProc(unsigned int iMessage = 256, unsigned int wParam = 46, int lParam = 22216705) Line 751 + 0x7b bytes C++
[External Code]
AGS.Native.dll!ScintillaWin::SWndProc(HWND__* hWnd = 0x002007B6, unsigned int iMessage = 256, unsigned int wParam = 46, int lParam = 22216705) Line 2379 + 0x27 bytes C++
[External Code]
AGS.Controls.dll!Scintilla.ScintillaControl.WndProc(ref System.Windows.Forms.Message m = {msg=0x100 (WM_KEYDOWN) hwnd=0x2007b6 wparam=0x2e lparam=0x1530001 result=0x0}) Line 648 + 0xb bytes C#
[External Code]
AGSEditor.exe!AGS.Editor.GUIController.StartGUI(string[] commandLineArguments = {string[0]}) Line 1403 + 0xb bytes C#
AGSEditor.exe!AGS.Editor.ApplicationController.StartGUI(string[] commandLineArguments = {string[0]}) Line 123 + 0x10 bytes C#
AGSEditor.exe!AGS.Editor.Program.RunApplication(string[] args = {string[0]}) Line 55 + 0x10 bytes C#
AGSEditor.exe!AGS.Editor.Program.Main(string[] args = {string[0]}) Line 23 + 0x8 bytes C#
PLATFORM_ASSERT(line < pdoc->LinesTotal());
cEagle.Move(800, 400, eNoBlock, eAnywhere);
while (cEagle.Moving)
{
// keep looping while eagle is moving;
// calling "Wait" here actually lets the game do other stuff on background
Wait(1);
}
cEagle.Walk(300, 300, eNoBlock, eAnywhere);
Quote from: AmOrPhIsSs on Sat 26/10/2013 22:59:55Manual to the rescue
Thanks.that did the trick though I don't know why
Quote from: TMuh on Fri 25/10/2013 14:35:20There might be sense to have extra function, but for now you may use SayBackground: it returns a pointer to Overlay object, that you may reposition.
-I have also thought that there should be SayAtBackground function (It would be like SayAt but non-blocking.). For small sprited characters text placement might not be so optimal by default. Other thing would be to add block/dont block option to SayAt function.
Quote from: Adeel S. Ahmed on Thu 24/10/2013 10:15:30
E: When I saw that CW had posted in The Picture Thread. Before opening it, I thought the wizard had revealed himself.
Quote from: TMuh on Tue 22/10/2013 12:00:33Current version of the editor does not allow to change background color.
Ok, I edited this useless topic to ask another question. How I can change the script editor's background color? In my mom's laptop I changed it to black long time ago but now i cant remember how it was done.
Quote from: Radiant on Wed 23/10/2013 10:35:45
Possibly include script name in NewRoom/Cutscene error messages,
Quote from: Radiant on Wed 23/10/2013 10:35:45After monkey_05_06's changes this will be Speech.UseGlobalSpeechAnimationDelay (true/false) and Speech.GlobalSpeechAnimationDelay (value).
and it would be nice if "SetGameOption(OPT_OLDTALKANIMSPD, 0)" worked in the code,
Quote from: Knox on Wed 23/10/2013 04:15:14Quote from: Crimson Wizard on Tue 22/10/2013 22:22:24
@Knox: it is in the code, but not in beta 8.
Ah gotcha!
Quote from: Radiant on Tue 22/10/2013 22:33:45It is possible with custom display branch: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47344.msg636462609#msg636462609
Out of curiosity, would it be hard for this "max" scaling in windowed mode to maximize the window (so it covers the entire screen) and have a black border around the game area?
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