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Messages - Kweepa

#2141
Holy WHAT?
Bone is out??

Awesome!
Where's my credit card? Sorry Mr Flibble :'(
#2142
Hints & Tips / Re: Sam and Max, bug mabey?
Fri 16/09/2005 01:35:05
According to this walkthrough:
Quote from: WalkThrough
Control the speed of the binoculars by clicking the "switch".
(If all you've done with the binox is to use the wire, it seems you are still missing something.)

Note:
- this forum is for AGS game hints and tips.
- if someone doesn't respond within 4 hours it's not good etiquette to bump your thread.
#2143
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Fri 16/09/2005 01:25:24
Quote from: HeirOfNorton on Fri 16/09/2005 01:14:58
In brief, though, I have an indoor sceen with several hallways, and a single cuboid as the ceiling. Sometimes the ceiling is drawn in front of the walls, and putting the miniscule gap there fixed it.
If it's a ceiling in an indoor scene, why not just make it one of the unsorted prims? It should work anyway, but the unsorted prims are essential for speed.

Quote
(I would imagine that CalcSplitPlanes works better with a gap than with primitives that are touching, but that's just a guess.)
Not really. It handles slightly overlapping prims pretty well (usually!). I'll be interested to see your example.

Quote
One other thing, though. The engine cannot handle flipped sprites (in character views) properly. Not sure if it's possible to fix, as I have been unable to find any way to find out in the script if a particular frame is flipped. (Hey, CJ, how about another GetGameParameter?)
I hadn't noticed that. There's an obvious workaround, though. :)
#2144
If you can convince a-v-o to supply the source code you can debug the plugin, using the compiled game (in windowed mode, natch) as the debug executable.
That's a big if of course. I haven't seen him around much.
#2145
Advanced Technical Forum / Re: 2 suggestions.
Thu 15/09/2005 20:24:14
Quote from: Ishmael on Thu 15/09/2005 15:17:17
I think I suggested ages ago somewhere that the objects could be handled like room[num].object[num], so you could have done ObjectOff(room[rLOUNGE].object[oCARPET]); anywhere in the game... But I don't remember where I did.

You mean like this?
Code: ags

OtherRoomObjectOff(ROOM_LOUNGE, OBJECT_CARPET);


Quote from: strazer
That's what the OtherRoom script module (or plugin) is for.

:=
#2146
If they are small, it won't make much difference.
If they are the size of the screen, it could make a significant difference.
#2147
Huh.
I had to write the clipping and sorting routines as stacks in Ags3d because I couldn't get recursion to work. Oh well, they are (slightly) faster that way. How exactly do you declare the function? I'd really appreciate seeing the script for your test case.
Cheers!
#2148
The Rumpus Room / Re: Sam and Max 2 Cancelled!
Thu 15/09/2005 14:20:02
Yippee! I'll be there, ol 'buddy!
#2149
Modules, Plugins & Tools / Re: MODULE: Ags 3d
Thu 15/09/2005 06:48:28
Can you provide an example of the sorting errors?
I don't have problems like that, and I'd like to fix it - it shouldn't be that fiddly.
#2150
I know that.
Have you actually tried to make a function call itself? In AGS script, I mean.
#2151
Quote from: AGS World Map Page
The map provides a high level of detail, but you should never place your pin so accurately that your real address can be seen on the map.

Watch the X-Files much? :=
If anyone wants to find my address they can look me up in the phone book anyway.
#2152
Quote from: Edmundo on Wed 14/09/2005 22:49:24
And as I said about the trademarks, they're not clichés. In fact, there's a 99% chance that there'll be a bluecup in my game... it's like an unspoken rule. :P

So just because you happen to like a cliché, it's suddenly not a cliché? How convenient. :=
#2153
Quote from: Scorpiorus on Wed 14/09/2005 21:29:29
You mean two functions calling each other? Because one function can call itself no problem:

function blah() { blah(); } ...would kill the stack for sure  :=

I must be doing something wrong. I tried that and it wouldn't let me. Maybe I just suck at declaring functions.
#2154
Quote from: Scorpiorus on Wed 14/09/2005 16:53:21
There is a way to mess with addresses to ordinary structs but that isn't official and rather dangerous in terms of memory access violations.

There is? Damn.
You'll be telling me next there's an unofficial way to call functions recursively.
Or to put structs within structs.
#2155
I bought System Shock 2 in the UK, from amazon.com in the US.
Of course, they may have changed the rules since - that was 1999.
#2156
Critics' Lounge / Re: 2 backgrounds C&C
Tue 13/09/2005 18:18:27
Quote from: nikolasideris on Tue 13/09/2005 18:02:20
Just one question, in the first picture, the poster above the bin, has something that the player should read?

Isn't it obvious? It says:
"Se vehicle moto con una sola pueday sin mavelar tu noogotaaqar."
Makes perfect sense.

Nice backgrounds.
#2157
GG, I agree with you. I haven't played the original, so I don't really have a leg to stand on.
However, throwing away some people's favourite scene entirely seems like a waste.
Perhaps the hijacking scene could be moved to the start of the game (like in that Dirty Harry film - I forget which), or added as a deleted scene?
#2158
General Discussion / Re: Great Discovery
Tue 13/09/2005 15:46:45
AGA told me.
#2159
Quote from: SSH on Tue 13/09/2005 15:20:55
You just need to warm the toungues of all the bacteria, too, so that THEY think the food is cold, too. Given that bacteria have very very small toungues, this should not greatly increase the power consumption...  :=

Dare I say it? I think this is an even better idea than the TongueWarmer itself!
#2160
General Discussion / Re: Great Discovery
Tue 13/09/2005 15:30:01
It's hardly a revolutionary idea. Sheep wear wool coats for years, and they don't smell bad.
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