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Messages - Samwise

#21
Advanced Technical Forum / Re: Error Message
Sun 16/09/2007 17:18:03
Are there any known problems with running proper videos in AGS with non-video extensions (e.g. info.wmv after it was renamed to info.xnw)?
#22
Advanced Technical Forum / Re: Error Message
Sun 16/09/2007 15:48:32
Yes, that makes a lot of sense  :)

Do you know of other potential problems the renaming of the WMV file to info.xnw may cause?

The video seems to run well in the game on the other 2 computers.
#23
Advanced Technical Forum / Re: Error Message
Sun 16/09/2007 14:50:40
Seems like this tester ran it in a modified version of Windows, which had Media Player "surgically removed".

So, it should work fine on any "normal" OS, isn't it?
#24
Advanced Technical Forum / Re: Error Message
Sat 15/09/2007 16:30:09
Yes.  It's a WMV file.  I've changed its name to info.xnw so people won't see it in Windows before they play the game (it's sort of a spoiler).  It runs well on two computers, but show this message on the third.
#25
Advanced Technical Forum / Error Message
Sat 15/09/2007 09:45:21
Hello,

Could you make sense of that?

http://www.hebrewquest.com/error.jpg

The specific line is a PlayVideo command.
#26
I see.  I think it will be especially complicated with Hebrew, but thanks anyway.
#27
I'll check that.


(loved your ATO2K, BTW)


Edit: Well, I've tried to use it, but whenever I try to import a font (6 different ones) it returns the message: "Loading TrueType fonts is only partially supported..."
#28
Hi everybody,

Whenever I try to create a saved game with a Hebrew name, instead of the Hebrew letters I get a ^ sign (i.e. a 7 letter word will appear as "^^^^^^^").

Other issues that involve Hebrew fonts (global messages etc.) work just fine.

Does anybody know how to fix this?
#29
Anybody knows?

The F-keys thing is not that important to me, but disabling the keyboard while the players in off (c...on = false) really is...
#30
Good idea.  What I got is really bizzare:

F1 - keycode 359
F5 - " 15
F7 and F9 - Not working! (nothing happened)
F12 - " 80
TAB - "9

#31
Sure, here it is:

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  QuitGame(1);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
 
//   if (OserIsFreezed == 1) {
//     if ((keycode==371) || (keycode==372) || (keycode==373) || (keycode==375) || (keycode==376) || (keycode==377) ||(keycode==379) || (keycode==380) || (keycode==381)) {
//     return;
// }
// }
 
}






By the way, my F's seem to work fine outside AGS.
#32
Both things seem logical, but they don't seem to actually work.

I've placed "if (!player.On) return;" (actually "on" without capital)  at the beginning of the module script, and nothing has changed.  I've tried to place it in other places on the module script but it doesn't seem to work either.

I've searched the module script and the global script for ClaimEvent ad found nothing.  Also, it looks like the module doesn't use the F's, only the keyboard arrows.
#33
Hi,

I'd like to disable any keyboard use ONLY in screens that the player character doesn't appear on
(rooms with "hide player character" marked on, I guess "cOser.On = false" in my case).
How do I do that and where do I place the code?

Another problem I'm having is that for some reason every function that's triggered by the keyboard F's (F5, F7, F9...) simply doesn't work.  I can only call these function from the status line.  But other functions that are triggered by the keyboard work just fine, like TAB for opening the inventory and the debug mode options.  I've checked the on_key_press section and everything appears there as it was in the beginning, including the F's scripts.

I'm not sure that it's relevant, but I'm using Starzer's Keboard Movement module.



#34
Thank you, I appreciate your help.

I've solved this issue by loading the AVI video and re-importing the audio on Windows Movie Maker, adding 3 seconds of black screen before the beginning and after the end of the movie file, and saving the whole thing as WMV.  Now it works  :)

#35
Privateer Puddin', thanks, it looks a little sophisticated to me but I'll try that later.

AJA, I thought about trying that too, but to my surprise, all the video converters I've tried to use (about 4-5 of them) weren't able to perform such a basic task.

Edit:

Ok, I've converted the movie to WMV, using Microsoft Movie Maker.  The movie does run now, but here's another problem: it cuts 2-3 seconds from the movie - I mean the movie's starting a little late.  Does this has a known solution?


(Also, there's another non-AGS related problem: the audio sounds kinda crappy after the convertion.  Does anybody know how to convert files to WMV without ruining the sound quality?)
#36
Hello,

I've got a problem playing a video file in my game.  I've tried to find the solution in the manual and here, but no luck yet.

When I run the game with this command:
PlayVideo ("Jingle.avi", 0, 0);
in the "player enters room - after fade-in" script, the editor throws me back to the Windows XP desktop. 

The test game window still exists though, and after I restore the window (from the desktop)  it either plays the video properly, or jumps to the next command in the script.

Relevant information:
- The video is 640x480, just like the game resolution.
- The video is in AVI format is based on XVID codec, MP3 sound.
- The video plays perfectly when I run it with Windows Media Player.
- The video is saved in the game's compiled directory.
- I've tried to put the command in another script of another room, and bumped into the same problem.

What am I doing wrong?

#37
Ok, I think I solved this issue:

function Emor(Character* dmut,  String kovetz) {
int loopy;
loopy=dmut.Loop;
if ((loopy==4) || (loopy==6)) {loopy=0;}
if ((loopy==5) || (loopy==7)) {loopy=3;}
loopy += 8;
dmut.LockView(2);
dmut.Animate(loopy,4,eOnce,eBlock);
loopy -=8;
dmut.Loop=loopy;
dmut.Say("%s",  kovetz);
loopy += 8;
dmut.LockViewAligned(2,  loopy, eAlignCentre);
dmut.Animate(loopy,4,eOnce,eBlock, eBackwards);
loopy -= 8;
dmut.LockViewAligned(2,  loopy, eAlignCentre);
dmut.UnlockView();
}

It seems to work.  Thank you guys for your help.

Jonathan
#38
Ok, I'll try to fix that later and check if it works.  Meanwhile, thank you...
#39
Not, they're not on the same view.

But maybe you got a point with the "say" thing.  I'm not using a regular "say" command, but a function called "emor".  Here's its (global) script:

function Emor(Character* dmut,  String kovetz) {
int loopy;
loopy=dmut.Loop;
if ((loopy==4) || (loopy==6)) {loopy=0;}
if ((loopy==5) || (loopy==7)) {loopy=3;}
loopy += 8;
dmut.LockView(2);
dmut.Animate(loopy,4,eOnce,eBlock);
loopy -=8;
dmut.Loop=loopy;
dmut.Say("%s",  kovetz);
dmut.LockView(2);
loopy += 8;
dmut.Animate(loopy,4,eOnce,eBlock, eBackwards);
dmut.UnlockView();
}

Basically, this function enables me to view transition frames before the character's actually starting to talk, which makes the speaking animation much more "believable".  But maybe there's a problem with this function?

#40
No - and anyway, I think it wouldn't have been the reason, becuase the after I move the character again it returns to normal (without any unclocking command).
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