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Messages - MachineElf

#61
Have you also noticed that Farlander actually has a dart in his hand in that picture? Makes it even more disturbing... Luckily i didn't arrive until after the dart contest.
#62
Try finding them off of some abandonware site. Probably only place you'll find them. It's not that you rip anyone off by downloading them either as they're not in production any more.
Just gave Zak McKracken a playthrough as well :)

VDMSound unfortunately only works with the NT-based Windows versions, where it's much more important as it's virtually impossible to get sound to function in dos games on those systems, even if you have an SB16. In 98 there's usually no problem, but I don't have a SB compatible soundcard and no internal MIDI at all which makes matters a little harder.
#63
I'm afraid I can't get sound working with my soundcard. Guess I'll have to wait 'til I get my new computer (only the chassi left now, which should come in a day or two!) and run it in XP with VDMSound.
ScummVM is the only 'emulator' who seems to use windows' drivers which works with 98.
#64
I might just be Abandon Loader! Thanks! I'll look it up.

-----
Been searching around now, but just can't find it! All download links are dead. Does anyone know where to find it?

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Gaaah... Finally found it. Here's the URL if anybody else wants it. Took some searching through Google pages to find it though...
http://www.classic-trash.com/tools.php

Another interesting tool is this:
http://dosbox.sourceforge.net/
#65
Advanced Technical Forum / Re:GUI problems
Wed 06/08/2003 11:24:03
Hm, ok. Still think it's strange. Although I'm not going to 'solve' this, just out of curiousity, when do they turn off?
#66
During Mittens I recall we discussed some program that would help playing old DOS games. Unfortunately I don't remeber what program it was. I don't think it was ScummVM nor was it Moslo or similar.
Does anyone know what program it could've been or at least know of such program? My system isn't too good at playing those oldies anymore... Especially not if I want sound and music as my soundcard is never ever supported in DOS.
Help, please? :)
#67
Advanced Technical Forum / Re:GUI problems
Wed 06/08/2003 10:58:39
So you actually mean that the GUI you turn off is still on screen when you turn on the new one? When is it then turned off? This sounds very strange, actually, as I've never encountered something quite like this.
In a script that goes:
GUIOff (1);
GUIOn (2);
GUI 1 should be turned off before GUI 2 is turned on and leave no traces on screen no matter if it's bigger or not.
Are you absolutely sure this is the case? If so, something else must be wrong...
#68
Ah, they're by Revolution too... It was too long since I played them. I would love to see them ScummVM:ed as well as my machine ain't to good at playing those half-oldies through DOS anymore.
The reason why I asked was that the interface is nice but buggy, so I guessed this was the first adventure game they made. And almost right I was.

DYDO: I'd RATHER say shame on YOU for not RECOGNISING BASS-speech.
But I won't.

Also have you who've played the talkie version noticed how the text and audio in quite many places differs? Seems to be recorded in quite a rush as well.
#69
Advanced Technical Forum / Re:GUI problems
Tue 05/08/2003 23:19:29
I'm not quite sure what you mean...
If you don't have the wait command the GUIOff and On will be run practically at the same time, leaving nothing of the old gui shown when the new is turned on. If this is what you meant I can't really see what is more aesthetical about having a short, probably unnoticable, pause between the commands than just having the GUIs switch places at the same time. Or am I misunderstanding you?
#70
I don't have a car, but if I did I'd probably be slightly annoyed if I found this in its trunk.

Didn't think about the 10 colour limit when starting, so it ended up a little weird (not only because of colours btw...), but what the heck!


Jimi: Talking about colour limit: that is way more than 10 colours...
#71
Advanced Technical Forum / Re:GUI problems
Tue 05/08/2003 20:48:19
As Wolfgang said, make sure their clickable and set to "run script".

What seems wrong in your code, however, is probably the brackets.
This is what your code is supposed to look like (of course make sure all this is in the interface_click function...):
Code: ags

    if (interface == 3)
    {
            if (button == 0)
                  GUIOn (4);
            else if (button == 1)
                  GUIOff (3);
    }


About what Wolfgang said about turning off GUIs: The Wait() command is not necessary. All you need to do is:
GUIOff (3);
GUIOn (4);
#72
I really LIKE this ONE. Just gave it a PLAY THROUGH and I was SURPRISED how MUCH I didn't REMEMBER. I ALSO recalled the CYBERSPACE parts to be much HARDER and LONGER. I think the GAME in WHOLE could be a little LONGER as well. And the INTERFACE is sometimes a little BUGGY.
A REMARK about the BACKGROUNDS as well: After watching HELM doing his PIXEL by PIXEL DITHERING and ANTI-ALIASING I see some FLAWS in these ones. The SCENES are SUPERB but the COLOUR reduction and sizing DOWN seem to be made VERY automatically.

Has REVOLUTION made any other ADVENTURE games?
#73
Wonderful, Chrille!

And the Mittens experience was above all my expectations. You are all wonderful people and I really enjoyed the late night arguments.
#74
I'm now probably turning my computer off for the last time before going to Mittens. See you guys in less than 24h!

(yeah, I know I'm a bit late but sometimes time just seem to run ahead of me - save some tent space for me!)
#75
If you want to I can e-mail you a template file.
You want the standard empty one or the one in which I've deleted almost all sprites?
#76
Having read through my docs on pointers, I think this'll work:

int ics = (*man).x;
or:
int ics = man->x;
which should do exactly the same thing.
#77
It's the same with 2.55, if you haven't got a template, you can't start a new game. Must've been a miss from Chris not to include any template file with the BETA4, or he just thought that people have templates from the old versions and didn't bother.
#78
Hm, those pointers confused me a little... I'm not completely sure this'll work, but it's worth a try.

AGSCharacter *man = engine->GetCharacter(player);
this would create a pointer structure that points to player, right?

int ics = man.x;
as man is a pointer, not structure, this won't work, right? This, however, might just do the trick:

int ics = *man.x;
#79
--- EDIT ---
This is probably all quite wrong...

--- Original Message ---
Ah, ok. Then you'll have to use the class (or struct) meant for characters. It's probably called something like "char", so something like this:

char character1;

character1 = GetCharacter(player);
int ics = AGSCharacter * character1.x;

"char" is the name of the character structure, the docs should say what it should be called.

However, it's strange you get the first error if you've correctly included the plugin header file.
#80
GetCharacter(player).x doesn't exist.
The reason to the first error is that the function, GetCharacter() simply doesn't exist.
The second you get because you're trying to access a member of class/struct/union where there cannot exist one, in a function. A function that did what you want would probably be something like this: GetCharacterX(player). But there is no function like that either.

What, however, probably would work is:
int ics=AGSCharacter * character[player].x;
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