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Messages - SSH

#2781
I make people feel secure in their shell you know. I can't see the pic either, bt I'm guessing that is what this is about.
#2782
As strazer said: have you associsated it with the .AGSGame files yet?
#2783
I think Creationism is more consistent than Intelligent Design, etc. I mean, don't these people believe in an all-powerful God?

So, if God is all-powerful surely he COULD have made the universe in seven days and made it look to scientists like it wasn't. Now why he'd want to do that I have no idea, but surely anyone can see that given these folks beleive in an omnipotent creator, by definition anything is possible.
#2784
They probably edited the font from one that had both and replaced the < with an é.

Did you use the Lucasarts GUI templates, btw, as these have such modified fonts in them, cause their author is Spanish, I believe.

btw, my Digraphs module can be used to turn e' or e/ into < in the case that you do want to use such a font. In the meantime, you may find the fonts on the ags resources page handy, or use Radiant's Font editor to modify SCI fonts yourself.
#2785
In my Credits module you will find a function tucked away that inserts linebreaks in a string to make it word-wrapped. This may help.
#2786
All of these things rely on knowing that there is going to be a particular instance of a struct existing, which may be appropriate for a module but isn't really for a static function of the class.

As for your heap problem, I think this would all go away if we could have structs of structs... in the simplest case, the answer is to have:


struct Struct {

Ã,  Ã, writeprotected bool created[100];
Ã,  Ã, import int Create();

Ã,  Ã, int data[100];
};


and just move those s around a bit... whioch would get messy with more complex arragements (see some of my modules, for example!), so better would be:

struct Structd {
  int data;
};

struct Struct {
   import int Create();
   writeprotected bool created[100];
   Structd data[100];
}

Or better still, dynamic arrays of structs ;)
#2787
You must also add in the following code:

Code: ags

function repeatedly_execute() {
  int random_bad_guy=5+Rand(5); // Choose from some random bad guys
  character[random_bad_guy].ChangeRoom(cKim.Room); // Make him go wherever Kim is
}


  ;)
#2788
Shooting a storage array. An adfvert, but a cool one nonetheless. Don't try this with your own HDD (or fishtank) at home...

http://h71028.www7.hp.com/ERC/cache/49205-0-0-225-121.aspx?bodycontentparams=320065-0-0-0-121&ERL=true
#2789
* SSH writes a game that overwrites windows with zero-length files, bwuhahahahah
#2790
Quote from: spook1 on Thu 20/04/2006 21:28:31
Code: ags


EndCutscene();

if (textoverlay0.Valid) {textoverlay0.Remove();}
if (textoverlay1.Valid) {textoverlay1.Remove();}
if (textoverlay2.Valid) {textoverlay2.Remove();}
if (textoverlay3.Valid) {textoverlay3.Remove();}



You coudl try:

Code: ags

if (textoverlay0!=null && textoverlay0.Valid) textoverlay0.Remove();
//etc.

#2791
This is why I said that, if using a module, then you can create an inherited struct/class that has your hidden variables in, inside the script rather than the header...
#2792
I always meant to expand on the modules list in the wiki, at least for my own modules, and put some documentation in, but haven't got around to it yet....
#2793
The advantage of the Z coordinate over dkh's suggestion is that it keeps the baseline right for objects, walkbehinds, etc.
#2794
The question is begged, though: why do you need your randomize function to be static?
#2795
Looks good, great stuff strazer, and I think I agree with your changes.

I prefer MIT, because LGPL insists that any changed versions of the module need to be republishes as open-source, and if someone needs to modify one of my modules to add something game-specific, I don't think that is necessary. MIT simply asks for Credit and denies warranty liability.

I agree about people being scared too. I suggest your summary is made the only post ina locked sticky, with another thread (the rest of this one) linked to for discussion and fuller detail. It should also be presented as "Suggestion" and clearly stated that we'd rather people published modules "as is" than not at all.
#2796
Yeah, a few of my modules should be modified to pick up that property (in an #ifdef, so's not to break completely for older AGSes)
#2797
Quote from: Andail on Thu 20/04/2006 13:57:17
but please check that your spelling and interpunction make easy reading for the rest of us :)

And make sure you use words like "punctuation" instead of made-up ones like "interpunction"  ;) :P ::)
#2798
The module just uses Text overlays, so the speech mode shouldn't make any difference. Maybe this is some code that got in with the overlay stuff that should be in with the speech code or something..?
#2799
1) Don't triple-post: edit your previous entries
2) No, actually, there isn't currently a way to do this! I need to add some code to the module for this and I will try and do this ASAP: watch this space!
3) Please make a thread in Tech Forum reporting the bug you found with that speech mode!

EDIT:
Well, actually, you could use the SkipCutscene thing to zip through it and then chnage, I guess...

However, I've now updated the module to have a Stop function for just this case. Thanks for pointing out this deficiency!
#2800
Not sure I understand the question: the Credits are displayed using Text Overlays and shouldn't be affected by any custom textboxes (I assume you mean one used for the Display() function).

Can you give a screenshot or source code of the issue?
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