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Messages - bx83

#101
Here's the somewhere-there's-an-error text:

Code: ags
127	cBuddhistCow.SayAtBubble(bc_talk_x,bc_talk_y,"&106 ...and they fought, spears and chains clashing against each other until the god Arktus was finally vanquished.");
128	cBuddhistCow.SayAtBubble(bc_talk_x,bc_talk_y,"&107 He changed quickly into a mountain-sized pile of dirt, and we name him now ''Moorardna'', or, ''the third mountain''.");
129	cBuddhistCow.SayAtBubble(bc_talk_x,bc_talk_y,"&108 After a time, it became the second age of Agnor, and pending a great flood - caused by the introduction of a new mountain -");
130	cBuddhistCow.SayAtBubble(bc_talk_x,bc_talk_y,"&109 he built a large boat and fit all of the animals on board.");
131	cBuddhistCow.SayAtBubble(bc_talk_x,bc_talk_y,"&110 Horses, cows, ducks and crows; deer and peacock and dog; and some which no longer exist, such as the monkey...");


Line-numbers are illustrative.

Is there any way that I could found out a log of the compile, more detailed errors, or the contents of __DialogScripts.asc?
#102
I've found the supposed line it's on (line 129 of dialogue 0 -- which I haven't recently changed), but even after commenting out the line, or just removing the entire dialogue text, the same error occurs. Could this be in a higher dialogue?
Nothing seems to be wrong with the line, and it hasn't changed since I wrote it in.
Also, there's no character constants anywhere.
#103
error:

__DialogScripts.asc(129): Error (line 129): incorrectly terminated character constant

There is no dialogue script (probably internal); there's no information on the error; altering the changed dialogs (like removing their contents and then recompiling) gives me nothing; what the hell does this error mean? How do I solve it without looking through every lines of every one of my 50 dialogues searching for a double " at the end of a line?
#104
Cool, I came up with something similar:

Code: ags
  String numbertxt="0123";
  String hold;
  String first_col;
  String second_col;
  
  first_col=numbertxt.Substring(Random(numbertxt.Length), 1);
  numbertxt=numbertxt.Replace(first_col, "");
  
  second_col=numbertxt.Substring(Random(numbertxt.Length), 1);
  numbertxt=numbertxt.Replace(second_col, "");
  
  cDoor1.LockView(274); //door view
  cDoor1.Animate(first_col.AsInt, 1, eOnce, eNoBlock, eForwards);
  cDoor2.LockView(274); //door view
  cDoor2.Animate(second_col.AsInt, 1, eOnce, eNoBlock, eForwards);
#105
I have blue, red, green and black.
If I pick eg. black for my first choice, my second colour must be any colour *but* black.
What's a nice algorithm that takes up five lines and doesn't involve a for loop? (which could, however unlikely, take an inordinate or infinite time to calculate)
#106
https://bluekeystudios.com/filez/newgame.zip

This has the error happening when run through Parallels on a Mac Pro 2010.
#107
Will send the file when I can tomorrow, over here it's 11pm
It's possible it a bug, I'm running the AGS editor in Parallels 16.5.0, a Mac VM of Windows 10.
#108
I start a game based on the VerbCoin template; I add the code; the error is happening. VerbCoin was the original template I used (though later deleted the script for it, and did mine custom).
I started a Blank game; made 1 character and 1 room; put that code in that room; the error still happens.
SetPosition is broken.
#109
It's definitely not sierra - but that's all I remember.
What script file does it affect? Is it viewable, changeable?
#110
Out of blooody-mindedness, I added code; still happens, SetPosition won't stick.
Now looking at all the code. SetFloatingText() runs each mouse move but isn't the culprit - commented out, error still happens.
I'm gonna find this eventually - otherwise I won't get to use SetPosition() in later games.  (what, I'm going to rewrite the codebase from scratch?)
#111
Alright, fk it - I just changed rules to "hit tab, inventory window doesn't disappear; click on inventory icon, it does". Much simpler.

If anyone (of good character) wants to look at my (expensive, soon-to-be-commercialised) code, I'll PM you the project file; otherwise, it looks like this is unsolved.
#112
I've upgraded to 3.5.1.7 - error still happens. Must be something in my code; but I can't find a single instance of mouse.Update() or mouse.x==some_variable, or anything else like this.

It seems when the gInventory GUI checks if the mouse is outside the inventory borders (and only in UpdateMouseGraphic()), and then closes the gInventory window -- it returns the mouse to it's old location; BUT it has nothing to do with running the UpdateMouseGraphic() function, so I'm stumped. When I *don't* run this function: the mouse still changes position on Tab being hit, and it still moves back to it's previous position when I move it.

So I'm stumped. SetPosition just won't stick. Or - there's some constant change/update to mouse position I'm missing in my rat's nest of code :/
#113
emabolo, TheVolumeRemote should generate a new wrapper for 3.5.1, or produce a tutorial on how to compile the 3.5.1 code into a Mac engine so I no longer have to bother him by proxy, HINT HINT HINT ;P
#114
Removed all uses of mouse.Update(); mouse is now flipping back to original position when moved :/      (as it was before with mouse.Update)
I'm using AGS 3.5.0.31
#115
Quoteare you saying that mouse glitches away as soon as player moves it instead of starting from the new position

This is exactly what I'm saying, on the nose, absolutely. How do I do this?

I want to:
0. get the mouse at 50,50
1. enter new coords 300,300 for the mouse
2. have it move there, and the cursor too; NOW, the on-screen cursor, the values within the engine, and the starting position for the mouse is now universally 300,300. 50,50 is overwitten; it's gone. The end. 300,300 is where the mouse is.
3. have it stays there, so next time it's moved it moved from the *new* position of 300,300, not the *old* position of 50,50.

So that's it, ultimately. There may be better way of doing this, but I just want to: move the mouse to new coords, and have it stick there as its new position.
#116
Took away the extra .Update in on_key_press() and got rid off the JustHitTabInv switch, so it's no longer used. Still same problem.

Would anyone be able to shed some light on this? It's fairly essential, all I want to do is move the mouse over a GUI window and have it stay there, thats it.
#117
Where should I call it? Already read the manual, no clues there.
#118
I have the following code:

Code: ags
function repeatedly_execute_always()
{
  mouse.Update(); //update the position of the mouse hopefully this tick
  ...


Code: ags
function UpdateMouseGraphic()
{
...
if (gInventory.Visible) {                                      //looking at an icon IN THE INVENTORY
      if (mouse.y >= 175 && (mouse.x <= 180 || mouse.x >= 1170) && !JustHitTabInv) {
        gInventory.Visible = false;
          if (player.ActiveInventory==null)
            mouse.Mode = PreviousMouseModeOutsideInventory;
        return;
      }
    ...


Code: ags
function on_key_press(eKeyCode keycode)
{
...
if (keycode == eKeyTab) {
    if (!gInventory.Visible) {
      mouse.SetPosition(400, 350);
      mouse.Update();          <--- plus there's this, still does nothing
      gInventory.Visible=true;
      PreviousMouseModeOutsideInventory=mouse.Mode;
      mouse.Mode=eModeLookat;
      JustHitTabInv=true;
    } else{
      gInventory.Visible=false;
    }
  }
...


When I hit TAB, the first function to run is on_key_press(). It correctly sets the position of my cursor; inventory comes up; since the mouse isn't now beyond the 'outside border' of the inventory, the inventory remains open.
The next functions to run are repeatedly_execute_always() and UpdateMouseGraphic(). mouse.update() get's run at least 40 times before any change to mouse position happens.

Then, I move the mouse slightly upward; it returns to it's original position down in the far-left -- having never updated the variables for mouse position I set 500 times in the last few seconds -- the cursor moves instantly outside the inventory GUI, and the GUI disappears.


...wtf?
How can I get the mouse to just update and remember it's position?
#119
But you don’t know when this has happened, cannot verify it’s happened, cannot track an event - it’s up to you.
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