I have a question regarding copyright/license info that is put at source file headers. I don't know about that stuff much. Should we keep those texts from CJ's code ("Copyright (C) 2000-2005, Chris Jones" etc), or write totally new ones?
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Show posts MenuQuote from: tzachs on Sun 08/07/2012 22:43:48"Sort room by number" is useful if you added rooms with lower number after rooms with higher number. But with folders it will be obviously easier to group them. Actually I hope one day it will be possible to reference rooms by script name, rather than number.
For rooms:
- The "Sort room by number" now sorts within folders. I actually don't understand why this feature is needed, if anyone
knows please tell me.
Quote
PHP Warning: require_once(C:\Web\AGS\yabb\Sources\Subs.php): failed to open stream: Permission denied in C:\Web\AGS\yabb\index.php on line 51
PHP Fatal error: require_once(): Failed opening required 'C:\Web\AGS\yabb\Sources/Subs.php' (include_path='.;C:\php\pear') in C:\Web\AGS\yabb\index.php on line 51
Quote from: Tabata on Wed 04/07/2012 18:39:21Haven't noticed anything I didn't saw in Max Payne 3Quote from: selmiak on Wed 04/07/2012 13:25:19
maybe you'll like the last of us:
http://www.youtube.com/watch?v=Me0onHb4FTg
WOW! ~ This is like cinema
... all those little details and such smooth animations and changing the view by "pivoting of the camera" ...
Quote from: BigMc on Thu 05/07/2012 17:52:50No
Do you like bugs where the version is not specified?
GUIMain::draw_at(int xx, int yy)
{
<...>
SET_EIP(379)
for (aa = 0; aa < numobjs; aa++) {
set_eip_guiobj(drawOrder[aa]);
GUIObject *objToDraw = objs[drawOrder[aa]];
if ((objToDraw->IsDisabled()) && (gui_disabled_style == GUIDIS_BLACKOUT))
continue;
if (!objToDraw->IsVisible())
continue;
objToDraw->Draw();
int selectedColour = 14;
if (highlightobj == drawOrder[aa]) {
if (outlineGuiObjects)
selectedColour = 13;
wsetcolor(selectedColour);
draw_blob(objToDraw->x + objToDraw->wid - get_fixed_pixel_size(1) - 1, objToDraw->y);
draw_blob(objToDraw->x, objToDraw->y + objToDraw->hit - get_fixed_pixel_size(1) - 1);
draw_blob(objToDraw->x, objToDraw->y);
draw_blob(objToDraw->x + objToDraw->wid - get_fixed_pixel_size(1) - 1,
objToDraw->y + objToDraw->hit - get_fixed_pixel_size(1) - 1);
}
if (outlineGuiObjects) {
int oo; // draw a dotted outline round all objects
wsetcolor(selectedColour);
for (oo = 0; oo < objToDraw->wid; oo+=2) {
wputpixel(oo + objToDraw->x, objToDraw->y);
wputpixel(oo + objToDraw->x, objToDraw->y + objToDraw->hit - 1);
}
for (oo = 0; oo < objToDraw->hit; oo+=2) {
wputpixel(objToDraw->x, oo + objToDraw->y);
wputpixel(objToDraw->x + objToDraw->wid - 1, oo + objToDraw->y);
}
}
}
SET_EIP(380)
<...>
}
Quote from: Ryan Timothy on Thu 05/07/2012 00:13:26This is a question of version planning. In my opinion it all depends on what do you expect of future versions of AGS. So far I see people here wanted to have a development branch which is fully backwards-compatible with previous releases of AGS, then, after some time, cut the ties and develop something totally new. At least that is what I heard (read).
Is the backwards compatibility really something that needs to be held onto when it's a change this drastic and important for AGS? I'd personally ditch it.
Quote from: Ryan Timothy on Thu 05/07/2012 00:13:26What's wrong with the function if it simply exists?
There are tons of those non-OO functions weshouldmust ultimately remove.
Quote from: Joseph DiPerla on Wed 04/07/2012 22:30:37Unfortunately this won't always work. What if you are going to use script module written for older version of AGS?
I say a setting in the general properties which will allow us to choose which scripting language we would be using, eg: Legacy AGS Script 3.2 and below or New AGS Script 3.3.
Quote from: Joseph DiPerla on Wed 04/07/2012 21:49:46Exactly my thoughts. If we just plain put any change, like something mentioned above by Ryan, into script system, older scripts, even 3.2 scripts, will not work.
My question now is this, if we decided to use another scripting or embedded engine, would that break the engine's backwards compatibility? I mean, JJS ports can support games all the way to 2.5x. Will that break with a new scripting engine?
// the script module start
#enable_new_compiler
// rest of script
Quote from: Kurtis on Wed 04/07/2012 21:43:25I'll try to elaborate.
But, when I use <Import New Background... I get that black screen effect! Will I be able to use the <Import New Background function in the future??
SetBackgroundFrame (frame_number);
function game_start() {
SetBackgroundFrame(1);
function game_start() {
SetBackgroundFrame(-1);
Quote from: Kurtis on Wed 04/07/2012 21:28:17
Can I ask? What is " <Import New Background" used for, then?
Quote from: Kurtis on Wed 04/07/2012 21:14:32
Yes Wizard! That is how I import backgrounds.....that is the way you are supposed to do it!???
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