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#2621
the new Battlestar Galactica is pretty awesome, although the last few episodes of the last season seemed a bit rushed.
#2622
Particularly if you have an LCD monitor:

In the editor, do File->Setup Game and click the box to run in a window instead of full-screen.

Does it help?
#2623
A good idea in general is to only surf the web in an XP User Account that doesn't have admin priviledges. Just open the control panel and create a new user for surfing. A bit of a pain, but if you enable fast user switching too, it isn't too bad.
#2624
I moved the aafiles of Mordy to an unreadable (by web) directory  when he asked me to remove it. Since AAfiles doesn't belong to me, but I have been kinda maintaining it a bit, I thought this was the best action.

I don't know why he wanted it removed, though.
#2625
Those things only improve sales. Record companies probably see them as a marketing device...
#2626
Quote from: KhrisMUC on Wed 07/06/2006 01:09:16
To be specific:
In the iPod's player enters screen (before fadein):
Code: ags
SetGlobalInt(1, player.PreviousRoom);


In the "exit iPod" interaction:
Code: ags
player.ChangeRoom(GetGlobalInt(1));


or even just:

In the "exit iPod" interaction:
Code: ags
player.ChangeRoom(player.PreviousRoom);
#2627
It's the old "scripts run after ALL interaction editor commands" trick, so:

* delete the interaction editor thing that removes the object
#2628
Yes, scripts always run after all other things in the interaction editor.
#2629
Yes, the new one gives you standard numbers, so it could be optimised for 2.72...
#2630
Err, Scummy, 2.71 hasn't been beta since January  ;)

Anyway, here is my attempt at updating the MI2 template for AGS 2.71. I've also had a go at making it stay working in the 2.72 beta. Please let me know of any problems with it in this thread.

Can a mod please update the first post of the thread with it, too?
Edit by Ashen: Done
#2631
Yes, but making a dynamic sprite and getting its height and width:

a) Give you them in standard 320x200 cooords, the GetGameParameter varys by resolution (i.e. returns the REAL numbers
b) Works in 2.71 and 2.72
#2632
Quote from: Pumaman on Mon 05/06/2006 20:12:40
Hmm, I'm really not sure what to do with the interaction editor. On the one hand it's a good introduction for newbies to the scripting system, but on the other hand it's a pain in the ass to maintain and I'm not sure whether it's really worth it. I'll have to have a think.
Perhaps if there was a way you could open up the interaction editor coding via a COM plugin interface? So that the interaction editor actually created scripts with those script equivalent things and if you opened up that  part of AGS it could free you from maintaining it. Or something?

Quote
Any chance you could upload a game that demonstrates the problem? I tried a similar function but was unable to get it to crash.
EDIT: I sent it to you via PM, but now I realise it was just a function calling itself via ProcessClick infinitely and overflowing the function call stack... but the error message could be friendlier.
#2633
Well, Fountain of Youth hasn't been shut down... yet

It's not a crime to infringe copyright, but it could leave you open to being sued. In those cases where AGS games have been shut down, generally the authors simply got a "cease-and-desist" letter and so they took their games off the web and didn't face any action.

If the game is just an experiment in AGS, its unlikely to be popular enoguh to attract attention from any lawyers...
#2634
Do you actually have multiple background frames set in that room? SetBackgroundFrame will only work if there is more than one frame in the room, otherwise it will just stay in the default frame.

Or it may be that the room state doesnt save the other frames.
#2635
Save yourself some effort and add the multi-font capability to my SpriteFont module
#2636
Doing a Wait(1); after the Visible command will make the screen update if Gilbot's suggestion doesn't help
#2637
No idea how long this bug has been here, since it was found by someone using the interaction editor, which I dont.

Anyway:

It seems that if someone uses the interaction editor to start an object animating, firstly the "Script equivalent" is wrong at the bottom as it doesn't mention the repeat parameter. Secondly, it seems to do the animation as a blocking one, even if repeat is set. Due to the wierdness of the AGS "thread" system this blocks the interaction thread but not the script one, so the script runs fine, however in a room with "hide player character" it seems that this hiding occurs in the interaction thread after the "before fadein" is run and so the player character appears for 1 frame after the room fades in. or something liek that. Anyway, my suggestions:

player is hidden before and "before fadein" stuff
Interaction animations should be non-blocking if they use the repeat option
The script equivalent should be fixed


EDIT:

And while I'm here, I just got this from both 2.71 and 2.72:

Code: ags

---------------------------
Illegal exception
---------------------------
An exception 0xC00000FD occured in ACWIN.EXE at EIP = 0x00448346 ; program pointer is +6, ACI version 2.72.913, gtags (1,11)

in Global script (line 193)
from Global script (line 1024)


Around Line 193 is:
Code: ags

String RemoveExtension(String name){
  //removes the extension of a string  
  int pos=name.Contains(EXTENSION_IDENTIFIER); // LINE 193
  if (Extension(name)>0) {
    // do something
    if (pos<1) Display("%d %d",  pos, name.Length);
		return name.Truncate(pos);
	}
  else return name;
}

and also, at top of script:
Code: ags

#define EXTENSION_IDENTIFIER 		">"


and i put a Display in the code before the call at line 1024 to see what the string being passed was and:

a) It was "sign>sd"
b) It didn't crash when I had the Display in there...

#2638
OK, sorry for the delay. I worked out the problem. I think it is an AGS bug, actually. Here's the solution:

Take the Animation commands out of the interaction editor
Put the following in your scripts (either before or after fadein, doesn't matter)

object[0].Animate(1, 6, eRepeat, eNoBlock);
object[1].Animate(0, 5, eRepeat, eNoBlock);

I'll report the bug to CJ...
#2639
Merge into background just does a rawdraw, so what's the problem?
#2640
Best. Phriday. Evah!

plus, Annie posts for the first time in millenia!
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