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Messages - Pumaman

#261
Yes, that's part of the same bug.
#262
Don't worry about it, if it's that big. I'll try to find another way of reproducing it.
#263
Thanks for uploading, sorry for the delay responding.

It looks like the voice acting script parser isn't ignoring commented out lines, so the commented out line in your Dialog 44 Script:

player.Say("The

is confusing it.

Remove this line completely and try again, meanwhile I will fix this for a future version of AGS.
#264
There is a known issue with 3.1.2 if the path contains non-ASCII characters (such as Turkish letters), this shoudl be resolved in AGS 3.2.

If you make a directory like C:\GAME and put the compiled files in there, do you still get the errors?
#265
Fair point ... pausing the game will probably stop the next line of speech appearing, but yeah if your Pause GUI is on top of the speech then you wouldn't expect this to happen.
#266
QuoteAlthough gui alpha channels work properly now with no gui background they don't seem to work correctly WITH a gui background.

I have a button which has an image with and alpha channel ontop of a gui background which has an alpha channel and the transparency on the button doesnt seem to work anymore.. i'm pretty sure it used to.

EDIT:Same is true of slider handles

Are you using Classic or AdditiveOpacity GUI alpha style?
HAs this problem just started happening with Final 5?

Quotefound some weird behavior with resizing guis.  In particular, if you change to a room with a room size larger than the default game dimensions and try to resize the gui to fit that room size you'll get an error.  Now, while I understand it's going by the game resolution only for gui size limits I see this as rather strange behavior.  Why shouldn't we be able to make guis larger than the game resolution and have them off the limits of the screen?  It certainly wouldn't break anything by default.  I bring this up because, if you make one or two guis larger than the primary resolution of your game by default you get constant warnings that it may cause errors (which it doesn't) and since it doesn't actually break anything I'd rather either the warning was removed or the limitation of resizing guis beyond the game set resolution removed, that way I could avoid the warning by resizing the gui when you entered the larger room and changing it back when you leave.

Reasonable point, please could you post this in a separate thread as it's not related to the 3.2 release.

QuoteYou know, just calling them "RC" instead of "Final" sounds better.

We've gone through the RC releases, the problem is that most people won't use a new release until it becomes Final, so unfortunately it's only when the Final is released that most people start testing it and the bugs are found.

QuoteI noticed there are no help topics which sould cover "advanced" script keywords like "protected", "writeprotected" (I knew that one exists only after getting monkey_05_06's Stack module), "managed" etc. Maybe some other things are missing in the manual too. It would be nice if they are added there.

Yeah, this is because the custom-struct support is still sort of half-finished, and I was planning to wait until everything was fully supported before documenting it. But realistically that's not going to happen for a while so probably documenting the existing keywords would be a good idea.
#267
So this GUI has no background image or colour? Has anyone else seen anything like this?
#268
This is "by design", but yes I think it should be controlled by an option that allows you to decide whether this behaviour happens or not.
#269
I seem to remember a problem like this with the properties grid, I'll have a look at it.
#270
I was never able to reproduce this problem. Do you have a way of reliably reproducing the crash?
#271
The Plugin API has a method for replacing the screen transitions; at the time there were no available DrawingSurface-tpye functions that would have been performant enough to use from the script.

However, this is a good idea for a future version to allow the script to do its own transitions.
#272
Yeah I remember we had some other issue when the game files were stored on a Linux share.

I'm not sure that there's anything I can do about this, it seems to be some sort of problem related to a combination of .NET Framework, Windows and Samba.
#273
In Direct3D mode, walk-behinds are rendered as sprites, therefore they come under this limit.

In AGS 3.2, the 50 sprite restriction has been increased to 75 to reduce the likelihood of this problem happening.
#274
QuoteMy impression - and I have no idea if this is correct - is that CJ, like most of us who started using AGS during our teens or early twenties, has gotten caught up in real world obligations that take a priority over hobby programming (as they should).

This is pretty much spot on, yes. But circumstances can change, and there are some periods when I have more time for AGS than others.

QuoteIf 2.7 worshippers want to use the old scriptings, well they can keep up using the old versions, from what I've seen, aside a couple of fix for newer OSes, do they really need more ? I may be wrong, but I seriously doubt it.

We're not just talking old 2.7 games though, in the case of the audio system it is maintaining compatibility with the last official version (3.1.2) that is a lot of work.

QuoteI'm not sure exactly why it should be viewed as broken behavior rather than a bonus (and quite useful) feature that could just be toggled on/off in the editor (via a font property so you could potentially have low and hi res fonts), but oh well.

As Vince says, it's simply not technically possible, since the game is all running at 320x240. At the very last minute, it is then hardware-scaled up to 640x480 via a 2x filter; it's not possible to then go back and render the text at 640x480-resolution after this.

The quirk was only available in older versions of AGS because the game itself ran at 640x480 and AGS did its own custom software-mode scaling to scale all the sprites by 2x; this ability had to be removed to support hi-res co-ordinates in 3.1.

QuoteJesus Christ, why is there no Undo button in the Dialog editor? I had to restart the editor to correct my horrific mistake, and if I'd saved at any point it would have all gone permanently.

Are you talking a scripting mistake or creating/deleting the dialog itself? As Calin says, Ctrl+Z should work to Undo text in the dialog editor.

QuoteI cant be arsed to read through 22 pages right now, soI'm sorry if this was already pointed out, but i was told to report here about the "IgnoreUserInputAfterTextTimeoutMs" feature, that it should make the timeout at the beginning of the text being displayed , and not after it, cos otherwise it would come after the last line of text also, so there would be a delay in returning the control back to the player

This is not a bug, I have replied in your other thread.

QuoteHey, guys, I dunno if this is still an issue or if it's been mentioned or not. I'm using AGS 3.1 and it seems that whenever I use the mouse wheel (more by accident), the cursor disappears!

Any way to fix this? Maybe people who've never played an AGS game don't know about its lack of mouse wheel in-game integration and won't know to not use it...

As Gilbet says, there is some script in the on_mouse_Click function in the global script to handle the mouse wheel, you should check this and make sure it's doing what you want it to do.
#275
This is probably related to the codec. Have you installed ffdshow, for example (if not, don't!!)?
#276
As SSH says, "static" does not mean "constant".

For example, at some point I might add support to AGS to allow you to dynamically create inventory items at run-time, so the InventoryItemCount would not be constant.

Currently to define an array size you can use a #define (since this is actually constant) or one of the built-in constants such as AGS_MAX_INV_ITEMS. Otherwise, use a dynamic array, as has already been mentioned.
#277
Quote from: Crimson Wizard on Sat 12/06/2010 17:01:53
Lastly, I have a question about IAGSScriptManagedObject and related AGS API operations. Frankly, I don't quite get, what is it for and what can you do with this. Is it possible to, like, expose custom classes to the AGS script user, or something?

This is used to expose custom classes to the AGS script, for example a new class like DateTime or something, which you want your plugin to define and be able to dynamically create instances of.
#278
This is a limitation of AGS's support for #define.

Ideally I want to add "const int" support instead to do this properly, but I understand why it's annoying that you have to duplicate definitions if you want two constants sourced off the same value.
#279
Quote from: xXSasukexXXxUchihaXx on Fri 11/06/2010 16:42:37
Secondly, the mouse would not update on the screen! I would move the mouse around and see it outside the game but not in.

Some extra info:
When the game starts it says "Color scheme changed to Windows 7 Basic"
Game is in 320x200
I am using the "Flashlight-effect (a-v-o)" and the "SnowRain" Plugins.

Can anybody give me some suggestions on how to make this work? I can't work on my game (which I was deep into).

On Windows Vista/7, the Basic colour scheme is activated if you run in Windowed mode and your game is using the DirectDraw 5 driver and is 8-bit or 16-bit colour.

So, to stop this happening, you can either:
* run full-screen instead of windowed, OR
* change to the Direct3D 9 driver, OR
* change your game to 32-bit colour (this would involve having to re-import your graphics, etc)
#280
Quote from: lawon on Fri 11/06/2010 12:26:16
Ah thank you, with this information i was able to find it, its the "IgnoreUserInputAfterTextTimeoutMs property" , which is actually a pretty good feature i have to say, it just shouldnt come after the last line of text when the control is returning to the player.

This is by design. If you are the player, and you are reading the last line of text, then you click the mouse to remove it -- but the text has just been removed automatically -- then you don't want the click to move the player instead.

This is not a bug, it is how the feature is designed to work. You can change the Game.IgnoreUserInputAfterTextTimeoutMs setting to a shorter time if it is too long for you.
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