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Messages - Gilbert

#6881
Because Dialog script works differently, it's different from text script, so, it's probably recognizing the NAMES other than values, since there's no serious variable handling in dialog scripts.
#6882
Quote from: Pumaman on Sat 07/02/2004 12:34:20
In 256-colour games, this is not possible since the screen palette is faded out (thus it's impossible to display anything on the screen until it is faded back in).

Heh it is all possible, and may work even better than 16bit modes, if you really take full controls of your palette, you don't need to fade out ALL the colours, just leave out some slots for the texts. This is definately some effect I had planned to use.
#6883
General Discussion / Re:Don't Copy that Floppy
Mon 09/02/2004 02:08:19
I don't know, but she looks a bit like one of the teachers in Boston Public (The fifth from the left), maybe it' sjust me.
#6884
Hints & Tips / Re:The Journey Home
Mon 09/02/2004 01:40:53
Spoiler

Had you talked to the old man thru the leak on the right wall inside the cell?
[close]
#6885
Critics' Lounge / Re:Drawing Contest!!!
Fri 06/02/2004 07:22:41
Well, private compos without approvals should not be posted in the competition and activity forum. But yes, I thing gen gen is more suitable for this thread.
#6886
If you set the boundaries (and walkable areas)correctly, just click interaction menu (icon with the alphabet "i") in the room editing tab, you'll see there are 4 lines reading "walking off .... edge", double click the appropiate one, set it to "Player - go to a different room" or "Player - go to a different room (ath specific coordinated)", and set the parameters there, just experiment and experience more with it (and read manual, tutorials of course), you should soon get the feeling on how things work.
#6887
Heh yeah you're right, the codes work again if i uncomment that GUIbutton=... line and comment out the left/right thingie, but still there's a problem in detecting the right codes in the editor, I'll modify the post in tech forum.
#6888
Well, of course, it's rare that someone would ever put up an internal function name in a comment, but since no one really knew something will go wrong in doing this, I don't think you should be blamed.

So just blame CJ himself! What's better is that he's currently absent from technical support, so we have someone to blame at least a few days more! ;D

Spoiler

Heh okay I lied, CJ is always cool for making this great programme, so no one should be blamed actually.
[close]
#6889
Okay, CJ, I consider this a minor bug, if this is a known problem and was already refered to somewhere just kick me. ;D

Basically the problem is that in the GUI, INV,... etc tabs of AGSEdit, when you hit the "edit script" button, (I think) the editor just search from the global script the first occurance for the function name, (for example in GUI tab, that searches for interface_click), and displays the content that follows, problem arises if the search text appears before the real declarition of the function.

You may try out this to confirm the problem, load up the game, go to GUI tab and hit "edit script", nothing's there, but the function was there in the global script, that's because the text "interface_click" appeared in a comment inside on_mouse_click, which was placed earlier than interface_click.

Worst of all, it also affect the game, probably caused by some problem in compiling the script, that for example some of the parameters won't get passed correctly, for example in that example on GUI5, the variable button always equals 1, no matter which part you click on the GUI.

You can read the original thread in full detail here:
http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=11423;start=0#lastPost
#6890
Okay, I know what happened now.

Edit your global script, hit Ctrl-F, type in interface_click and hit return, the editor will find the text, it should be a line inside on_mouse_click() finction in a comment following the else if (button==RIGHTINV)... part. Delete that interface_click text, save and test again (you may need to change that interface==9 back to 5, etc).

I'd never seen this kind of things, so probably no one reported it, and I'll consider it as an AGS bug (but probably not easy to fix), so blame CJ...

I found it because as I click the "edit script" button in GUI tab of the editor, the script was empty, but when I checked the whole global script, the interface_click function was there, so I did little research, and found out that when you "edit scripts" in AGS GUI, INV, etc tabs, it did a search for the function name and treats whatever comes up first as the content of the script. So if the text interface_click appears somewhere before the real declaration of the function, AGS would incorrectly refer the former as the position of the script. It shouldn't happen normally, as you cant do forward reference, unless it's not in the code part (such as inside a string or in a comment).

I'll post it as a bug report in the technical forum for CJ to see, and would you mind keeping that zip file in the webspace briefly so CJ can download it and see for himself what happened?

EDIT:
Okay, in case you didn't notice, it's now posted in the tech forum as a bug report:
http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=11488
#6891
hmmm it sounds real strange, are you sure that the size of button won't cover up the whole GUI?

If all attempts failed, maybe you can zip the files and upload them for us to check it for you (just the 3 files editor.dat, acsprset.spr and ac2game.dta are enough I think)
#6892
Did the if (button==2) part ever got executed when clicking button 2?
#6893
I think something like this may work (in theory):

Set the button of a GUI to "run script..." on left click action, say, this is button 3 of GUI TEST, then script something like this:
Code: ags

if (interface==TEST){
__if (button==3){
_____if(GetCursorMode()==4){ //use inv mode
_______if(character[CHARID].activeinv==3){blahbla}
_______else if(character[CHARID].activeinv==9){blahbla} ....
}
}}





#6894
Try changing the line to QuitGame(1); and see if that quitting game behaviour was indeed caused by executing that line.
#6895
Actually it's similar to the original interface-->GUI conversion used internally.

However, my opinion is that the unify thing may not be a very good idea, for several reasons:
1. No matter which route it takes, either complete renaming or defining alias, it's still a massive job, as there're quite a lot of functions right now.
2. If it's done by complete renaming, there may be problem when compiling with new version a game developed with old version, sure you can do the notify  (or even automated renaming) stuffs, but if the scripts are large, it would be quite annoying fixing them.
3. Worst of all, a game developed with old version may already has some of the functions with these new names defined for some reasons (the interface->GUI change was light, most people can cope up with it, but if there're many changes, it's quite possible that name clashes between "new" internal function names and old user-defined name would occur).

I think the best choice is to leave it as-is, and try to keep the style more consistent for future function names.
#6896
FOA - Indiana Jones and the Fate Of Atlantis, sometimes unofficially called Indy4
#6897
Ah yeah a case mistake, sorry about that.

Heh actually I'd never watched Futurama and don't know much about it (except for that it looks really much like Simpsons), that must be a coincident. ;)
#6898
Hints & Tips / Re:Quest for Orgy
Wed 04/02/2004 11:08:14
Can't you put an English translation for the majority of the community to understand?
#6899
Quote from: AlecW on Wed 04/02/2004 09:31:10
Dude being 15 is not an excuse. Im also 15 and i once had a commodore 64, play MM, Dott and all the other great games.

Well I had just run MM once or twice and was never able to proceed much in the game, there're lots more adventure games that I had never played...

* Gilbot V7000a shoots himself.
#6900
Download the installer version then:
http://www2.arnes.si/~sopjsimo/gimp/stable.html

Download the first 2 files there (and the LZW one if you want to save compressed GIF and don't care about patent issues).
First install the GTK+, then GIMP, optionally the LZW one finally.
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