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Messages - SSH

#4541
It may not be as interesting or contentious to post condolences as to discuss the politics of this attack, but I for one condemn this attack, whoever perpetrated it.

My heart goes out to all the victims and their families.

I hope that the shock of this makes those who support terrorism anywhere think again.
#4542
OK, as this is the political thread here's my stuff on the death sentence...

Not to mention that the costs of keeping prisoners on death row and giving them all the appeals required to ensure that as few as possible wrong irreversible sentences are carried out (and yet they still happen) are VASTLY greater than a life sentence... why should we spend so much money on them?

Also, families of victims tend to find that they don't feel any better after the execution.

EDIT: I want to keep this thread shorter than the other one if possible, so all my extra comments are going in as EDITs

The Spanish regions have more autonomy than Scotland does, and yet the Scottish parliament hasn't really changed anything significant here. I don't think the Spanish government is really oppressing the Basques, so they're not really "freedom fighters". I can't believe that voting for a Prime Minister in Vittoria instead of Madrid is really worth the 1000 lives they have obliterated over the years.
#4543
Quote from: m0ds on Wed 10/03/2004 14:05:51
Walkthroughs. Someone or some people should create a site specifically dedicated to AGS game walkthroughs. There are loaaads of games out there with no walkthroughs and thats why the hints and tips forum gets so busy. If the site also contained handy hints and tips for the games that'd be cool too. But this would be a big project, but would be worth it. Even games that are only two screens long should have a walkthrough, imo.

Ummmm... http://www.agshints.tk/ and http://www.agagames.com/agswalkthroughs/ ???

#4544
Did you delete the functions's "}" as well? Edit the whole room script using "{}" button on room main page and then check that there a re TWO closing braces after the DisplaySpeech (assuming nothing else in room rep_ex...)

I just checked the manual's entry for GetCharacterAt and I can't see anything about putting it twice.
#4545
If you have pixel-perfect click detection on and 220,200 happens to be a transparent pixel, this may be why it isn't working. How about:

if ((player.x==220) && (player.y==200)) {
DisplaySpeech(EGO, "just procreating work female genitalia");
}

#4546
General Discussion / Re:What programs???
Mon 08/03/2004 20:33:23
I doubt that there's any better program than a legal version of Photoshop. Other people use other programs for ethical/financial reasons, or maybe also loading time....
#4547
So why not create different views with different sprites and then change character views in the rooms where you need to?

The real problem with scaling is when you need to have a large moving object in a room that has perspective. If it starts at the side then comes towards the centre, while staying at a constant y position, it should be the same height but get narrower. For example, if the walls of a room start to close in, the wall will get "thinner" in terms of pixels as it closes in, to maintain correct lines of perspective.

* SSH hopes that CJ puts SetObjectXYScaling(int obj, int xscale, int yscale) in the next beta  ;D
#4548
The Rumpus Room / Re:Sam and Max Cancelled!
Mon 08/03/2004 14:57:45
As they say in Spain, "saltado el tiburón"

Some points:

1. It is sad that Sam & Max 2 has been cancelled. It could have been good.
2. Companies make unwise decisions all the time. My company spent a fortune preparing to spin  my division off under a new name, then two years later spend another fortune re-integrating it into the company again.
3. The idea that "we've spent X on something already, therefore we must carry on with it or that money will be wasted" is a fallacy if Y < Z , where Y is the further cost required to complete the project and Z is the return on the investment. In other words, if you spend 1 million already and a project would require another half a million to complete but would likely only return a quarter of a million then its stupid to continue. See also "Millenium Dome", "Scottish Parliament building", etc.
4. Barcik is maybe trying to make the point that someone in Lucasarts made a decision based on the information available to them, and balanced risk against costs. Maybe their market research was wrong, but opinion in an adventure gaming forums is hardly likely to be representative of the real world market. They probably have a better idea of the future costs involved than any of us, so none of us are in a postion to judge on that info. On the other hand, the decision may have been made on "gut feel" or "buzz" of one guy who happened to be manager who had to find some people for a new project with no hiring budget. So, if Lucasarts are politely presented with protest of support for S&M2 then they may look at the decision again and change their minds on the point. Which brings me to...
5. Insults and threats will only make the manager who made the decision more defensive and likely to stick to his decision
6. No one gets fired from a large company because some internet gamers happen to send some insulting emails about them to their boss.
#4549
Quote from: Minimi on Fri 05/03/2004 19:35:59
Hmmm... so you do not have the right to use their product... but it's from a fan, for christ sake! The game is pretty cool, and I uploaded the install file to my server.... but I'm not sure if I'm allowed to post the link, Kairus...

Hmmm, so you get rid of all your pirate software but don't mind THIS copyright violation? Oh, and you used the Lord's name in vain...  ::)
#4550
If you read the last paragrpah of my first post, MrMasse... ::)

Anyway, it would still be handy to have a nice system like right-clicking to add in a #define automatically to the header... whether you use NewRoomEx or prevroom...
#4551
You'll need some scripting...

add this code to your on_mouse_click global function:

int double_click;

if (button==LEFT) {
SetMouseCursor(GetCursorMode()); // stops wait cursor appearing
double_click = WaitMouseKey(DELAY_TIMEOUT)*IsButtonDown(LEFT);
SetDefaultCursor();
if (double_click) {
ProcessClick(mouse.x, mouse.y, MODE_LOOK );
} else {
ProcessClick(mouse.x, mouse.y,  MODE_WALK);
}
}

if you want the same functionality in a custom inventory, then you'll need to add the same under a (button==LEFTINV) bit, too.


#4552
I think your friend has only seen movies that fit his own prejudices already...

Tell him to watch "Thomas and the Magic Railroad" and then ask him if that was made for "Men" and if he enjoyed it.  ;)

but I'll tell you one thing for sure. People who make stupid generalisations like this guy and then tell you that "you're only one person so can't judge other's views" are always WRONG.

My favourite genre is Romantic Comedy and my wife's favourite genre is Trashy Gore movies.  :-*
#4553
avatar, good idea on the GUI label codes... but...

Can you tell me which global variables are missing, please? Or at least which ones you noticed...
#4554
a) You're closer with the second one, but you need to assign the result of strlen into a variable
b) The fonts are not fixed-width, so stelen is maybe not what you need

SO...
int len_gui;
string guistr;

guistr = GetLocationName(mouse.x, mouse.y);
len_gui = GetTextWidth(guistr, FONT_YOU_ARE_USING);
SetGuiPosition(GUI, mouse.x, mouse.y);
SetGuiSize(len_gui+MARGIN, 9);
#4555
They are not an RTFM becuase they're an undocumented feature. However, AGS uses them a lot internally, so I doubt they're going to disappear any time soon.

Structs are basically a collection of objects into a lump. You have already used them, as anywhere there is a "." in AGS is where there is a struct. For example, this is an implicit declaration in AGS:

struct MouseState {
 int  x,y;
 };
MouseState mouse;

Which means that when you say "mouse.x" or "mouse.y" in your scripts, it look at variable mouse and sees it is of type "MouseState" (just like variable x might be an "int". It then looks up MouseState type and sees that it is a struct with two integer components called x and y. It then retrieves the appropriate component of the struct.

the character variable is an array of structs, so that's how you access character[EGO].room, etc. The only way of having 2d arrays in AGS just now is to use a struct wrapper around it. Arrays of strings are effectively 2D arrays of chars, so they can only be implemented like this.

If you get a C textbook or web tutorial and look up structs and strings there, it can probably explain it better than me...

To answer your specific questions: yes, beside the import jobbies and The s is the string (or array of char) component of the struct



#4556
Thanks for converting, Thunderstorm. I've updated with Gilbert and CJ's comments: now also a zipped version for those on dial-up.

http://www.freeweb.telco4u.net/superscottishhero/AGSquickref2page_v101.doc
http://www.freeweb.telco4u.net/superscottishhero/AGSquickref2page_v101.zip

If anyone wants to make other improvements (like maybe a better order within sections) feel free to edit the file and upload your own version: after all, the copyright on the info is CJ's really, not mine.

Maybe we could put this thread in Tech Archive or add a link on the  AGS links page, or both?
#4557
EDIT: OOPS got it wrong first time

I think you can have arrays of structs and strings inside the structs, but you can't have arrays of strings directly.

So Captain, your solution is:

#define MAX_STRING_LEN 40
struct MostlyStringArray {
 char s[MAX_STRING_LEN];
}; // This goes in script header

MostlyStringArray pupu[10];

instead of
string pupu[10];

and then instead of referncing pupu[1], you need to say pupu[1].s, also there is the limit (40 above, but set to whatever you like) on the size... the dynamic string allocation stuff doesn't work in arrays.

Alternatively, if you only have one array of strings you could use Set/GetGlobalString

#4558
It's a real pain sometimes, swapping back and forth between rooms to get the right co-ordinates to NewRoomEx your charatcer into. It can also be a pain to keep lists of co-ordinates for other things you might need to position, such as during cutscenes.

So I suggest "Marks" (or a better name if someone can come up with it) which are named co-ordinates within a room. Kind of like walkto points for hotspots, but independent of Hotspots. Also, the marks end up actually as automatic #defines in your header. This way you can do:

NewRoomEx(4, NORTH_ENTRANCE_POINT);

and CJ doesn't have to make a whole bunch of new functions. They could be set by adding a "Add Mark here" option to the right-click menu.

What do you think?

Also, does anyone always use NewRoom instead of NewRoomEx and then have an on_event or before_fadein script that positions the player according to the value of player.prevroom ? Is that easier?

#4559
AFAIK, you can't have arrays of strings in AGS... so may be that's the problem!

btw, strcpy and StrCopy both do the same thing
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