Uh..why is everything Wintermute? Fecking haxors.
[EDIT:]
Whoops. I jumped to conclusions. Just...okay. I'll go off to my corner now.
[EDIT:]
Whoops. I jumped to conclusions. Just...okay. I'll go off to my corner now.
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Show posts MenuQuote---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x00460E09 ; program pointer is +6, ACI version 2.72.908, gtags (2,12)
AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.
Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
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OK
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struct WeatherEffects {
import static void Start(int fallingspeed, int windspeed, int slot_a, int slot_b = 0, int slot_c = 0, int slot_d = 0, int slot_e = 0, int slot_f = 0, int slot_g = 0);
// ...
};
static void WeatherEffects::Start(int fallingspeed, int windspeed, int slot_a, int slot_b, int slot_c, int slot_d, int slot_e, int slot_f, int slot_g/*, int slot_h, int slot_i, int slot_j, int slot_k, int slot_l*/) {
// ...
}
struct WeatherEffects {
import static void Start(int fallingspeed, int windspeed, int slot_a, int slot_b = 0, int slot_c = 0, int slot_d = 0, int slot_e = 0, int slot_f = 0, int slot_g = 0, int slot_h = 0);
// ...
};
static void WeatherEffects::Start(int fallingspeed, int windspeed, int slot_a, int slot_b, int slot_c, int slot_d, int slot_e, int slot_f, int slot_g, int slot_h/*, int slot_i, int slot_j, int slot_k, int slot_l*/) {
// ...
}
Quote---------------------------
Adventure Game Studio
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Script link failed: Runtime error: unresolved import 'WeatherEffects::Start^10'
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OK
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#sectionstart on_key_press_always // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press_always(int keycode) {
// called when a key is pressed. keycode holds the key's ASCII code
if ((keycode >= 97) && (keycode <= 122)) keycode = CharToUpper(keycode);
if ((IsGamePaused()) && (keycode != 32) && (keycode != 366) && (keycode != 23) &&
(keycode != 3) && (keycode != 17) && (keycode != 324) && (keycode != 434) &&
(!gPaused.Visible) && (!gRestart.Visible) && (!gWin.Visible) && (!gQuit.Visible) &&
(keycode != 45) && (keycode != 61) && (!gVolume.Visible))
keycode = 0;
if (keycode==363) SaveGameDialog(); // F5
if (keycode==365) RestoreGameDialog(); // F7
if (keycode==367) RestartGame(); // F9
if (keycode == 434) {
SaveScreenShot(String.Format("guibuilder%03d.bmp", Screenshot)); // F12
Screenshot++;
}
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 (keycode == 32) gPaused.Visible = (!gPaused.Visible);
if (keycode == 366) gRestart.Visible = true;
else if ((gRestart.Visible) && (keycode == 89)) RestartGame();
else if (gRestart.Visible) gRestart.Visible = false;
if (keycode == 23) gWin.Visible = true;
else if ((gWin.Visible) && (keycode == 89)) {
gWin.Visible = false;
Display("YOU WIN!"); // pseudo-interaction
// go to -you-win-room-
}
else if (gWin.Visible) gWin.Visible = false;
if ((keycode == 3) || (keycode == 17) || (keycode == 324)) gQuit.Visible = true;
else if ((gQuit.Visible) && (keycode == 89)) QuitGame(0);
else if (gQuit.Visible) gQuit.Visible = false;
if (keycode == 13) {
if (GetLocationType(mouse.x, mouse.y) == eLocationNothing) {
GUI* guiat = GUI.GetAtScreenXY(mouse.x, mouse.y);
if (guiat != null) {
GUIControl* controlat = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if (controlat != null) interface_click(guiat.ID, controlat.ID);
else on_mouse_click(eMouseLeft);
}
else on_mouse_click(eMouseLeft);
}
else on_mouse_click(eMouseLeft);
}
if (keycode == 9) {
if (GetLocationType(mouse.x, mouse.y) == eLocationNothing) {
GUI* guiat = GUI.GetAtScreenXY(mouse.x, mouse.y);
if (guiat != null) {
GUIControl* controlat = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if (controlat != null) interface_click(guiat.ID, controlat.ID);
else on_mouse_click(eMouseRight);
}
else on_mouse_click(eMouseRight);
}
else on_mouse_click(eMouseRight);
}
if ((!gPaused.Visible) && (!gRestart.Visible) && (!gWin.Visible) && (!gQuit.Visible) &&
(!gVolume.Visible)) {
if (keycode == CharToUpper(eLucasKeycode_Give)) {
mouse.Mode = eModeUseGive;
GiveMode = true;
}
if (keycode == CharToUpper(eLucasKeycode_Open)) mouse.Mode = eModeOpen;
if (keycode == CharToUpper(eLucasKeycode_Close)) mouse.Mode = eModeClose;
if (keycode == CharToUpper(eLucasKeycode_Pickup)) mouse.Mode = eModePickup;
if (keycode == CharToUpper(eLucasKeycode_Lookat)) mouse.Mode = eModeLookat;
if (keycode == CharToUpper(eLucasKeycode_Talkto)) mouse.Mode = eModeTalkto;
if (keycode == CharToUpper(eLucasKeycode_Use)) {
mouse.Mode = eModeUseGive;
GiveMode = false;
}
if (keycode == CharToUpper(eLucasKeycode_Push)) mouse.Mode = eModePush;
if (keycode == CharToUpper(eLucasKeycode_Pull)) mouse.Mode = eModePull;
}
if ((keycode == 45) || (keycode == 61)) {
gVolume.Visible = true;
Wait(5);
if ((sldVolume.Value > 27) && (sldVolume.Value <= 99) && (keycode == 45))
sldVolume.Value -= 9;
if ((sldVolume.Value >= 27) && (sldVolume.Value < 99) && (keycode == 61))
sldVolume.Value += 9;
SetMusicMasterVolume(sldVolume.Value);
}
}
#sectionend on_key_press_always // DO NOT EDIT OR REMOVE THIS LINE
int GetKeyPress() {
int i = 0;
while (i < 434) {
if ((IsKeyPressed(405)) || (IsKeyPressed(406))) {
int j = 65;
while (j <= 90) {
if (IsKeyPressed(j)) return j - 64;
j++;
}
}
if (IsKeyPressed(407)) {
int j = 65;
while (j <= 90) {
if (IsKeyPressed(j)) return j + 236;
j++;
}
}
if (IsKeyPressed(i)) return i;
i++;
}
return 0;
}
int RunKeypressTimer = 0;
#sectionstart repeatedly_execute_always // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute_always() {
// put anything you want to happen every game cycle here
if (RunKeypressTimer == 0) {
on_key_press_always(GetKeyPress());
RunKeypressTimer = 2;
}
else RunKeypressTimer--;
}
#sectionend repeatedly_execute_always // DO NOT EDIT OR REMOVE THIS LINE
QuoteWe're sorry, the AGS editor has encountered a serious error and must shut down. You will have lost any changes made since you last saved your game.
(Exception 0x00000000 at EIP=0x00000000, AGSEDIT v2.70.599, SIP=26)
Please note down the numbers above, and what you were doing when this error occured. If it happens repeatedly, please inform CJ of this error by visiting the AGS Technical forum and providing any information that you can.
QueuedSpeech_MessageType QueuedSpeech_Buffer;
struct QueuedSpeech_MessageType {
char Text[QUEUEDSPEECH_STR_LEN]; // _STR_LEN = 20000
}
QueuedSpeech_MessageType QueuedSpeech_Buffer[1];
QuoteYou told me you wanted to be friends. But then it's my fault isn't it? I told you it would probably be best if I could forget about you. I told you that I wished I could. You told me "F*CK OFF." You told me "I WILL NEVER TALK TO YOU AGAIN." Then you said "BYE." and left. If you think that you're helping me, then thanks for trying. If you hate me and never want to talk to me again, then I would appreciate a reason, but don't expect one. But it doesn't matter. It's too late for us to even be friends now isn't it? I've just made a beautiful mess out of all of this now haven't I? Well, it doesn't matter. Whether I kill myself five minutes from now, or remember this day as the worst day of my life for my next 80 years, it doesn't really matter. You don't want to hear from me ever again. I just wish I knew why. I wish I could go back in time, stop myself from doing all those stupid things that I did. But I can't. Nothing I can do can take back what I did. What I said. It's too late, and you hate me now. I wish you the best in everything you do McKenzie Mitchell. I always have, and I always will love you with all of my heart. I'll miss you.
managed struct Loop;
managed struct View;
managed struct Frame {
readonly import attribute int Graphic;
readonly import attribute int Delay;
[readonly] import attribute bool Flipped;
readonly import attribute Loop *OwningLoop;
[import void SetGraphic(int sprite);]
[import void SetDelay(int delay);]
};
managed struct Loop {
readonly import attribute Frame *Frames[];
readonly import attribute int FrameCount;
readonly import attribute View *OwningView;
readonly import attribute int ID;
};
managed struct View {
readonly import attribute Loop *Loops[];
readonly import attribute int LoopCount;
readonly import attribute int ID;
};
void InitializeBackgroundDialogue()
{
QueuedSpeech.ClearQueue();
QueuedSpeech.Looping = true;
QueuedSpeech.Paused = true; // don't start the queue right away
cEgo.SayQueued("Gee, I wonder where Bob wondered off to...");
cEgo.SayQueued("When I find him, I'm gonna knock his block off.", null, 120); // add a delay to this message
cEgo.SayQueued("That'll show him.");
}
function room_Load()
{
InitializeBackgroundDialogue();
}
function hRug_Interact()
{
QueuedSpeech.Paused = false; // start thinking about Bob
}
import void AddInvAndPlaySound(int inventoryItem, int sound = 5);
void AddInvAndPlaySound(int inventoryItem, int sound) {
player.AddInventory(inventory[inventoryItem]);
PlaySound(sound);
}
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