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Messages - rmonic79

#81
Thanks Chriss it seems that all return to normal after that. :)
#82
Hi guys i had a crash when the game was running that even restart pc. After that all my object, hotspot etc have center shifted like you see the object on a position but the mouse detect it on other. I tried with another project and works fine. Any solution?
(by the way it also changed the position of  objects like you see in this photo along with not centered on mouse screen detect on button)

p.s. when i relaunched the game after crash the editor say something about informations lost.

https://imgur.com/yzfPaQq


#83
Guys i encountered this problem sometimes with some people, the game is out with 3.4, can you help me to understand what is cfg problem? (I'm not be able to reproduce this issue, it always worked for me)

Following a thread received today on steam by a user buyer:

I've just bought the game today and unfortunatly found myself being hardly able to start it. It's working in windowed mode with 1280x720p, but that's less than half the fun I find... In fullscreen mode with 1920 x 1080p, the screen turns black, after tabbing out or trying to launch the task manager (both doesn't work though) screen turns white, but that's all that happens. In that situation I can hear some audio but not interact with anything else.
Now you prolly need information on the system itself: Windows 10 x64 with all recent updates installed, Intel i5 7600k sided by 32GB G.Skill Trident Z RGB 3000-CL15 (actually at 2977Mhz) running on on a Asus TUF Mark 2 mainboard, Asus ROG Geforce GTX 1070 Strix 8G with nVidia driver version 388.71 being installed.

#84
thanks horusr
#85
i know it can be done with a some coding, i would like to knew if there's was a fast way to do it, cause i have a very short time to finish the build and i have a lot of things to do ;)
#86
Quote from: Crimson Wizard on Sat 29/07/2017 21:15:03
It is Game.SetAudioTypeVolume.

Code: ags

Game.SetAudioTypeVolume(eAudioTypeMusic, 20, eVolExistingAndFuture);


i can use it also to get the volume?
#87
Quote from: horusr on Sat 29/07/2017 21:01:34
Quotestatic int System.Volume;

Gets/sets the overall system volume, from 0 to 100. This is the master volume control, that affects all audio in the game. You would usually attach this to a GUI Slider to enable the player to control the volume from some sort of Control Panel GUI.

o thanks i was searching in Game.
But he gets the overall system volume and i need to get music volume.
#88
I didn't find a Way to get system music volume, there is a specific command?
#89
hi guys there is any fast way to have always system music volume in overlay. I need it for testing purpose.
#90
Oh thanks Khris it works fine! :)
#91
yes, i tested all. tried also with wav to be sure.
#92
No, tried it now, same behave.
#93
yes i know that doesn't work it's a trace of previous numbering but also remove them doesn't solve the problem. I must study the thread you linked. I think i'm using the previous version.
#94
Hi guys i realized right now that i have problem add speech to phrases said with sayqueued, when i add audio they go out screen in a flash like audioclip is empty. The is a portion of the code
Code: ags


  
    if (value==1)
    {
      
      cVedetta.SayQueued(GetTranslation("&11 ...as I already told you, you're good to go."), aVEDE11);
              
      cContra.SayQueued(GetTranslation("&3 And the shipment? It's the tally we be agreed on?"), aCont3);
      cVedetta.SayQueued(GetTranslation("&12 Twen'y crates good to go!"), aVEDE12);
              
      cContra.SayQueued(GetTranslation("&4 We don't be havin' room onboard for that many!"),  aCont4);
      cVedetta.SayQueued(GetTranslation("&13 Rest easy!"), aVEDE13);
             
      
      cVedetta.SayQueued(GetTranslation("&14 You'll be gettin' them all within the week!"), aVEDE14);
              
      cVedetta.SayQueued(" ");
      cContra.SayQueued(" ");
    }
    
#95
good! Thanks snarky i forgot to add you to credits, can i?
p.s. if you want your real name you can pm me
#96
To avoid dialogue inside dialogue volume drop i made .start normal when they overlap and it seems to work.
#97
I'm just trying it on 3.4 and seems to works fine too, now i overwrite all dialogue.start and make a gameplay of the entire game to take a look.
#98
IT seems to work great even when dialogue options on. I'll give a deep test tomorrow. I'm on 3.4.0.6 alpha but i'll take a test also on 3.4 .
#99
Quote from: Snarky on Fri 14/07/2017 13:08:54
(Not sure whether you saw the code samples I added)

With this approach, a dialog isn't considered to have ended until the game stops blocking, so if you have any Wait() or blocking Walk() calls right after the dialog, the music won't come back up for those. To work around that, you can call OnEndDialogCustom() yourself at the point where you want the music volume to be restored.

i've seen it now, very good! i'll try asap!
#100
ok thanks snarky :)
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