Fair enough, didn't know it was known.

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Button *First;
Button *Prev;
Button *Next;
Button *Last;
Button *First, *Prev, *Next, *Last;
Failed to save room room0.crm; details below
BluBox.ash(255): Error (line 255): '*' is already defined
--------------------- BluBox.ash -----------------------------------
255: Button *First, *Prev, *Next, *Last;
Button *First, Prev, Next, Last;
*** GUI-1 Script file
function txtGui1Parser_Activate(GUIControl *control) {
Parser.ParseText(control.AsTextBox.Text);
}
*** GUI-2 Script file
function txtGui2Parser_Activate(GUIControl *control) {
Parser.ParseText(control.AsTextBox.Text);
}
General Settins Colors Sprites Text Parser Lip Sync GUIs GUI-1 Edit Gui Script GUI-2 Edit Gui Script Inventory Items Dialogs Views Characters Character-1 Edit Character Script Character-2 Edit Character Script Mouse Cursors Fonts Global Variables Scripts Plugin Rooms Translations
QuoteWell I suppose all of the ex-party members and their bureaucratic accomplishes are sitting on a beach somewhere in the south of France or collecting unemployment back in mother Russia.
The Russian government is not the same as it were back during Glasnost and before.
QuoteCould you please explain what this has to do with Heisenberg's Uncertainty Principle other than you and he have used the word "uncertainity"?
All science is from a human point of reference; uncertainty is a fundamental property of the perspective from which we observe the universe. That perspective is the limit of our possible knowledge, so we often generalize it to be the absolute truth, but it's not and that's the point.
QuoteHeisenberg's Uncertainty Principle has absolutely nothing to do with human beings or measuring devices. It is a fundamental property of the universe and to date there have been no evidence to suggest otherwise.
. Uncertainty (e.g. Heisenberg's, which I probably should have mentioned above) as an intrinsic, inevitable property of the relationship between humans and the rest of the universe
QuoteI also second Progy's suggestion of adding some kind of descriptive text property to gui controls. A module would be able to scan a gui for controls having specific text tags and then connect to them automatically. Anyway, thats what I would use it for.
I'd like to second ProgZMax's request (previous page) for a name property to be added to Gui controls....
QuoteSure thing. Here is an error dump from trying to run the compiler.
Can you post the new error message? You shouldn't be getting an identical error any more, though you may be getting a very similar one.
Error: There are no more files.
Version: AGS 3.1.0.53
System.IO.IOException: There are no more files.
---> System.IO.IOException: There are no more files.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
at AGS.Editor.Components.MusicAndSpeechComponent.CompilePAMFiles(CompileMessages errors)
at AGS.Editor.Components.MusicAndSpeechComponent._agsEditor_ExtraCompilationStep(CompileMessages errors)
at AGS.Editor.AGSEditor.CompileScripts(Object parameter)
at AGS.Editor.BusyDialog.RunHandlerOnThread()
--- End of inner exception stack trace ---
at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
QuoteIt doesn't seem like it works. Everything under the Build menu and create new game causes the error for me still. Thanks for th quick responseQuoteHmm, this seems to be a bug in the .NET Framework, but I've put a workaround into beta 6 -- please let me know if it works.
Error: There are no more files.
System.IO.IOException: There are no more files.
Error: There are no more files.
Version: AGS 3.1.0.52
System.IO.IOException: There are no more files.
---> System.IO.IOException: There are no more files.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, ...
Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
at AGS.Editor.Utilities.AddAllMatchingFiles(IList`1 list, String fileMask, Boolean fullPaths)
at AGS.Editor.Components.MusicAndSpeechComponent._agsEditor_ExtraCompilationStep(CompileMessages errors)
at AGS.Editor.AGSEditor.CompileScripts(Object parameter)
at AGS.Editor.BusyDialog.RunHandlerOnThread()
--- End of inner exception stack trace ---
at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
enum Alignment {
eAlignJustified,
eAlignLeft,
eAlignChaoticNeutral
};
enum Alignment {
eMyModule_AlignJustified,
eMyModule_AlignLeft,
eMyModule_AlignChaoticNeutral
};
fucntion MyModule_Save(...) {
:
}
function MyModuleSave_bSave_on_click(MouseButton button) {
MyModule_Save(button, ...);
}
enum Alignment {
eMyModule_AlignJustified,
eMyModule_AlignLeft,
eMyModule_AlignChaoticNeutral
};
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