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#3481
Yeah, change all the string parameters of functions to const string.... see the beta thread for CJ's explanation
#3482
The latest beta of my modules to do these are available here, along with some other crap: http://www.lumpcity.co.uk/~ssh/sgs_gue_prob.rar

but make sure you use latest beta AGS  as the GUE import is broken pre 2.71 beta 5. If you must try with an earlier version, make sure you back up your game files first, as the broken GUE import can totally screw up a game.

As for your code, sim, DynamicSprite functions return a DynamicSprite * which I used the array dspr for in my  Pixel Hunt code that you have. so replace sgs_struct.spr with dspr on the first line (that bold doesnt work, btw)

I'm just adjusting the modules to use new strings and I should be done.
#3483
There's an interesting issue with the whole object oriented stuff: if you have a script module that uses a struct to OO-ify its things, great, but then if you have any functions like repeatedly_execute, etc.  in the module then you either have to make them have full access to the struct (and thus everything else, too) or you have to make them just call a struct version of the function. Is there a way to have two versions of the struct, one visible inside the module, and one outside? Can the extends functionality do this?

#3484
Quote from: Andail on Mon 05/09/2005 21:58:28

I will always condemn the use of atomic bombs no matter the pretexts, and I'm rather suprised that so many people still defend it. But well, we look at it differently.


There was an interesting discussion on the bomb on Radio 4 recently, it beign 60th anniversary and all, and there was a senior Japanese ex-diplomat on the program too. All of the pundits on the programme agreed that the death of the people in Hiroshima and Nagasaki was terrible, but also agreed that it plaed in comparison to the Tokyo fire bombings and the potential cost of an invasion of Japan. Also they agreeed that if the bomb hadn't been dropped on japan, it was far more liekly to have been used at some later date.... which might have incuded mutually assured destruction. So on balance, it probably did save lives. Potentially the whople human race.
#3485
I heard today from a Brit on the radio who just got back from N.O. that local police on a boat came up to some young women standig o the roof of a building and said "show us what you got" making obscene gestures. They refused and the police boat drove off.

Makes me proud to be part of the American world hegemony.


#3486
Just to claify, though, the on_click function for the inventory will have "this" pointer set so that this.ID == game.inv_activated? True?
#3487
Thanks for the fix CJ

Now I realise that my module looks REALLY untidy without pointers in structs. I have to leave the strings and dynamc sprites out of the struct that holds everythung else
#3488
Well, I'd explain, but since you can't even read the forum rules, why bother?
#3489
Quote from: monkey_05_06 on Mon 05/09/2005 11:25:14
Code: ags
  else if (button == eMouseLeftInv) {
    inventory[player.ActiveInventory.ID].RunInteraction(eModeInteract);
    }
  else if (button == eMouseRightInv) {
    inventory[player.ActiveInventory.ID].RunInteraction(eModeLookat);
    }


Why not just:

Code: ags

else if (button == eMouseLeftInv) {
    player.ActiveInventory.RunInteraction(eModeInteract);
    }
  else if (button == eMouseRightInv) {
    player.ActiveInventory.RunInteraction(eModeLookat);
    }


#3490
Nearly got this modulised, too. I'll release it when CJ fixes the GUE dirty import bug!
#3491
Hints & Tips / Re: Awakening of the Sphinx
Sat 03/09/2005 21:50:31
Did you go in the dark pyramid before talking to him?
#3492
Reselecting the sprite didnt seem to work when I tried it, but obviously I'll try my scenario again with beta 5 when its out.
#3493
Critics' Lounge / Re: An idea for a game
Fri 02/09/2005 16:26:12
perspective is all wrong. cue some links on how to do perspective right...
#3494
If you import the same single GUI twice (from a gue file), it renames one of them to "" the empty string. What script name will this have? g?

It also doesn't rename the object names of the things in the GUI. I expect that this could seriously screw up the OOP stuff. Maybe they should all be renamed with "_Copy" on the end or something?

Actually, it seems that doing a double import fo the same GUE really screws up everything: sprites, GUIs, etc. Fior example, I managed to end up with sprites with the same sprite number in more than one sprite folder! Maybe there needs to be some more checking on this?

EDIT:

In fact, the whole GUE import seems a little wierd. I've been importing two GUEs into default games and fidnign that the sprites display all wrongly: the wrong sprites are shown in gui buttons and backgrounds. However, if I take the 80x50 gray sprite, for example, copy it to clipboard, paste as a new sprite and change one of the references to that sprite to the new copied sprite, it works. If I then change back to the original it then works again. It looks maybe like some kind of "dirty" bit isn't being set somewhere???

Here's a RAR with the problem shown. http://www.lumpcity.co.uk/~ssh/sgs_gue_prob.rar

The sgstest2 directory works, the sgstest4 directory doesn't. To get the sgstest4 game, here's what I do:

Start new game with default template
Change to 16 bit colour
Import YesNo script module
Import SGS script module
Import YesNo GUE
Import SGS GUE
Change all global script references to SaveGameDialog and restoreGameDialog etc. to sgs.Save and sgs.Load
Copy in the room1 room
Compile

The Save dialog is all screwed up: sprites for buttons displayed are pretty random

Then if I go to sprite manager, SAVELOAD folder, copy the grey box to clipbaord and paste as new sprite, then go to SAVELAOD GUI, click on the button name go_Saveload_one chnage sprite to the new sprite, compiel, run, all works again...

Any ideas?
#3495
Quote from: Darth Mandarb on Thu 01/09/2005 20:03:35
I have sort of (since the late, great TechTV was shit on by G4)

Damn those operatically trained pop groups
#3496
If you're looking for good compression, btw, 7zip seems to do the best job on AGS games in my experience, and can also be made with a self-extractor
#3497
Hints & Tips / Re: Awakening of the Sphinx
Fri 02/09/2005 09:32:30
Still a Demo, I'm afraid, Steve. Anyone want to volunteer to do art?

desimaui, when are you clicking on the shield? If you want to...
Spoiler

Get Maya to use it then you need to Talk to Maya first
[close]
#3498
Does that mean that Bush will declare a "War on Weather"?
#3499
I dont like to handle the things but they dont bother me if they're minding there own business up a wall or something. However, my wife inisists on me coming and removing them if she sees one. But then thats what dustbusters were invented for.
#3500
Newbies who make their 5th post or so a completed game with great atmosphere and obviously a lot of work gone into it are MOST welcome here. It's the ones who just post a bunch of links to old stuff they found on the web and then get upset when moderators tell them off that we dont like.

Your graphics show that you don't have to be Leonardo da Vinci to have atmospheric graphics

As for the big movie files: have you tried compressing them with other CODECs that might give a better result?
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