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#2321
You need to update sldVolume.Value, too
#2322
Does SetMusicMaster volume return the current value? I don't know.

Anyway, you'd need to set the new volume after you increment music to get that to work.
#2323
General Discussion / Re: Who ever made Roger?
Thu 24/08/2006 06:21:33
Now, who's going to redo the default template iconbar and cursors?
#2324
That one must be photoshopped!
#2325
That's another possibility. I might make a new version that lets you do it eitehr way..
#2326
Quote from: Haddas on Wed 23/08/2006 15:23:08
Quote from: SteveMcCrea on Wed 23/08/2006 14:49:23
A graphics card that can run games at 1900x1200 - £200

Why would you settle for something that huge?


Becuase that's the native resolution of the 24" LCD Yuf is talkign about (actually, its 1920x1200)
#2328
Why woudl not using a hosting provider avoid any legal liability? In fact, you're more likely to be sued, as a record company, etc. would probably prefer to sue a hosting provider if there is one, as they would have more money, than some local music association...

#2329
I'm faster than a speeding monkey...
#2330
Code: ags

  gIconbar.Visible = (player.Room != ROOM_NUMBER_OF_MENU_SCREEN) && ((mouse.y >= 180) || GUI.GetAtScreenXY(mouse.x, mouse.y)==gIconbar);
#2331
You can edit your old posts rather than make multiple posts one after the other...

I think this is the old AMD X2 problem that I used to have... I think you need to install this: http://www.amd.com/us-en/assets/content_type/utilities/Setup.exe


Also, I think games made before AGS 2.71RC3 used an older version of Allegro which didn't like new Nvidia graphics cards. You can use the latest engine to run older games, see the AGS 2.72 thread for details.
#2332
Quote from: Chicky on Tue 22/08/2006 15:22:49
gIconbar.Visible = (mouse.y >= 180);

Just chaneg this to:

Code: ags

gIconbar.Visible = (mouse.y >= 180) || GUI.GetAtScreenXY(mouse.x, mouse.y)==gIconbar;

#2333
I've updated the zip with your change, Lazarus. Thanks again.
#2334
That's correct. Add the lose invetory inside the conditional
#2335
My understanding of how AGS threads work is that a non-blocking wait isn't possible. But its easy to code something:

Code: ags

int count;
function repeatedly_execute_always() {
  if (something) {
    if (count==0) {
    // Do stuff for first bit
    else if (count==10) {
    // Do second lot of stuff
    } 
    count++;
  }
}

As for looping conversations in the background, I think there are various modules that can help you with that...    
#2336
Heh, I was only kidding, your game looks great!
#2337
Forgot to say. It uses Display at the moment. I'll probably add another function/option for using player.Say at some point...
#2338
All the mods are at Mittens or this would have been locked a long time ago
#2339
The bug is in line 387 of the template's global script, where:

Code: ags

int numframes=Game.GetFrameCountForLoop(CURSOR, 0);


should be

Code: ags

int numframes=Game.GetFrameCountForLoop(CURSOR, 0)-1;


which means the counter resetting happens 1 cycle too late. Thanks again to Lazarus for his debugging hints!

The zip download on my site has been updated with this fix.
#2340
This whole "lawsuits gone mad" is like the whole "political correctness gone mad" thing. It obscures the very important points of, respectively, people being responsible for their actions and inactions and stamping out institutionalised prejudice. I'm all for a laugh at how stupid the legal system can be sometimes, and at terms like "Environmental health officer" for a binman, but I also think that people very easily don't realise the unintended consequences of their words and actions, when they should do, and they should be held accountable for that.
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