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Messages - miguel

#2241
this time ags crashed with no reason at all (I was lighting a cigarette),
but it did came with a error message:

AGS has encoutered a serious error....
Exception 0xC0000005 at EIP=0x1000909C,
AGSE v2.56.413,

it happened with the same engine but editing a diferent game,
hope it helps,
miguel
#2242
I will report anything strange, thanks for everything,
miguel
#2243
well, maybe I did jump between rooms but I allways save my changes when scripting, even if I don't do any changes, so I'm sure I loaded that room and tryed to fix it  and found that all the script was gone.
I looked at the new ags version thread and noticed that some people are having similar problems.
About the crashes, there is no error message because ags just shuts down,
comon crashes are when atempting to edit areas on a room (walkable,regions,etc...),
I can't say more about it and hope I helped in any way,
miguel
#2244
I'll try that,
it means that this version has run ok with everybody else then?
thanks tk
#2245
hello to all,
as my game is getting bigger in size, I've experienced strange behaviours with the engine, such as comon crashes and slow downs,
nothing to worry till last night when I found one of my rooms loosing all his script lines without any error beeing reported by the engine,
I was going to atempt to fix some x,y coordinates when all my 'run script' interactions were empty, making ags crash reporting that it was unnable to edit non existing scripts,
I, then, checked the Editor Script and it was empty,
the problem is not to scipt  it again but to know if I'm running a buggy version and beeing afraid it will happen again,
info:
AGS v2.56d August 2003 (build 256.413)
I'm using WindowsMe
amd1800+
512MB
thanks for the help,
miguel
#2246
thanks squinky, I just added a second Loseinventory and it's working fine now,
thanks again :)
#2247
hello to all,
I'm having problems when I want to discard a inventory item,
If I use something like:
function checkpoisonmosquito() {
 if (GetGlobalInt(6)==1) {
  ObjectOn(7);
  GiveScore(5);
  LoseInventory(8);
   AddInventory(1);
    }
}
ags doesn't lose item 8 but does add item 1
I've place Wait(1) betwen 'Lose' and 'Add' but it doesn't work,
what am I doing wrong?
thanks
#2248
Advanced Technical Forum / Re:Labels?
Tue 25/11/2003 01:49:47
sorry for the wrong answer, I was using graphic overlays when I came to the forums and noticed your post, I really wasn't thinking right!
text overlays will do the job much easier
miguel
#2249
Advanced Technical Forum / Re:Labels?
Tue 25/11/2003 00:03:05
hi M,
you could use overlays to do it, write what you want with a paint program and save it as a sprite, then create a graphic overlay defining x,y positions to be on top of your character head.
it will follow your character untill you remove it,
check the manual for more info
#2250
I thought it was something like that, sorry for the trouble,
miguel
#2251
Hello to all,
 Sorry if tjis was talked before,
when loading a bmp sprite into the sprites folder AGS gave me an error saying that I should check colour depth and resolution,
 the file is named  "man#2.bmp" and I think #2 is doing the problem because other sprites named man#1.bmp  work fine,
 also, the same sprite when saved with a diferent name ("man2.bmp") work fine.
  I checked it several times and allways returns a error.
 Could this be part of how the engine works, maybe symbols that we can't use?
  I'm using 2.56
 
#2252
68-73 fps

amd 1800+

geforce 4200
#2253
People like Cos777 get confused if somebody puts hard work on something and offers it, and doesn't ask for money back.
What he doesn't know is that if/when any AGS members really makes some good money out of a game he/she will gladly (hopefully) want to share with CJ part of that money.
And I sincerely hope that someday AGS will become a steady and powerfull engine and I will be one to buy it.
Everytime money gets in the way of people thinking it gets them confused.
Cos777: if you don't like it, great!
#2254
Ok, I know what the problem was, I had the 'ego1.wav' files on the compiled folder, so when I moved them to the game folder and did a rebuild vox files it all went right, I tought those files had to be on the compiled folder :-[, amateur mistake, thanks a lot for the help scorpiorus, I hope some day I can help you too, :)
#2255
I did that and it returns that I don't have the voice pack, now my question is, how do I set it on? I didn't see any option on the editor for turning it on or any function that makes it avaiable. I have several lines of speech recorded but the PlaySound function doesn't allow to skip the spoken lines so it just  makes the game very slow making players listen to the full speech every time.
I am using the latest version of AGS.
well, I'll keep looking for a solution but I'm sure there's a 'simple' way of doing it because I've played games with speech avaiable and haven't read anything about people having dificulty with doing it.
thanks again for the help
#2256
Hi Scorpiorus,
yes I use PlaySound() for the birds, I checked the manual and it refers to SpeechVoxAvaiable thing, and the SetVoiceMode is by default (1) activated but I wrote the functions to make sure but the problem wasn't solved,
thanks for the help anyway :)
#2257
Hello to all,
  I have some questions about the DisplaySpeech function when using WAV files.

from the manual:
     You can also use speech with DisplaySpeech text script function.

DisplaySpeech (EGO, "&10 Hi! How are you?");
DisplaySpeech (DAVID, "&7 I'm fine.");

I used this example and rebuild the vox files like it says,
the WAV files have the correct names (first 4letters of the character scriptname and aply it, but as you have guessed, it's not working! It just doesn't play any sound.
I'm using a timer on the room that randomly plays sounds of birds, could this be afecting the sound channels?

thanks for help
#2258
thanks but it still happens, I'll check for older threads
#2259
Beginners' Technical Questions / midi problems
Fri 03/10/2003 15:34:14
This doesn't happen all the times but when I test some of my rooms, the midi music seems to delay some notes and bringing them to some higher pitch!?
most of the rooms have no other sound than the midi music itself so I don't think it's a sound channel thing, I read something about this on the forums some time ago but would like to know if there is a simple solution or is it a bug?
I am using the latest version,
thank you
#2260
thanks a lot Gilbot, I hope I can help you some day,
I was really stuck here, I tryed ten diferent ways to add values to a global int and failed and I needed it to go on
thanks again to all
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