Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - strazer

#101
Quote from: theatrx on Thu 05/04/2007 18:56:49Is a module possible?  Since I like them a lot more than plugins.  theatrx

In this case, no.
Modules are normal script code, just neatly packaged so it can easily be added or removed from your game. So if it can't be scripted, a module doesn't work either.
#102
Hypertext != Hyperlink
#103
I'd rather not use it. It breaks every so often and I haven't yet been able to use the keyboard with AGS games at all.
#104
Nooooooooooooo!! AGSflashlight.dll!!
Can't you please try a scripting solution? I've been waiting ages for a SQ2 remake and now since I use Linux I won't be able to play it because of the plugin.
#105
I've found this thread related to your problem: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=17272

Are you really sure you have extracted the files to your hard drive and are running AGS from there?
Also, try moving the files to a simple location like c:ags to make sure there are not any strange letters in the folder names that could cause this.
#106
Yes, you have to extract all files into a folder first, you cannot run the agsedit.exe directly from within the zip file.
#107
The Rumpus Room / Re: Happy Birthday Thread!
Sun 01/04/2007 21:50:56
Thank you Pablo! :)

Wow, I didn't know I shared my birthday with such talented game makers! A belated happy birthday to all of you!
#108
Quote from: Windenwart on Mon 26/03/2007 14:00:24door dleucht;

If you define a variable or create an instance of a struct directly in the script header, a separate entity will created for each room (and the global script).
If you want to make one global entity for all rooms, you have to define it in the global script, export it and then import it into the script header:

Code: ags

//global script

door dleucht;
export dleucht;


Code: ags

//script header

import door dleucht;
#109
Well, neither the Linux engine nor the Mac port do support plugins. I assume you've used the plugin for the end credits? If so, you can probably play the game up to that point where it will crash.
#110
Nice!
As a Linux user, I have to ask: Does the special edition still use the agsCreditz.dll plugin? And what version of AGS is it compiled with?
#111
Heh, of course, that's what I meant. :P
#112
Quote
int overbuttonpic int pushedbuttonpic){

Missing separating colon, for instance.
#113
Please keep this thread about the technical implementation only.

There's already an extensive thread about multiplayer gameplay in the Popular Threads forum.
#114
Not sure what you're getting at. We're talking about the list of already-used names, prefixes etc. that Scorpiorus had compiled.

Of course every module could have its reserved names listed on its Wiki page but who would bother clicking through all these module pages if you just want to know if the name you have in mind is already used or not?
We need them listed together on a single page, if at all.
#115
Okay, so unless we can agree on a more suitable license I say let's just leave it at MIT for now.

Quote from: Scorpiorus on Sun 18/03/2007 17:42:22Ah yes sorry that the list hasn't been updated; their quantity is not a real problem though. The real issue is that quite a few modules just doesn't follow the guidelines which makes it questionable whether it's worth listing all the names from a module header.

And listing only those that follow? Seems a bit discriminative to me...

I see. Well, if it were up to me alone, I would just ditch the list.
Too much work for too little gain IMO. I don't get the feeling anyone really uses it and I think even a Wiki page wouldn't see many updates.

What do you guys think?
#116
Baily, I don't think your character needs to have all his loops filled to be able to move.

Make sure you've actually drawn a walkable area and not a hotspot since that is the default selection of the drop-down box in the Areas pane.
#117
Oh, right, the installer. Nevermind then. :)
But yeah, please put it in the archive, if you have the power to do so!
#118
But in the HOTU download there's only one exe file in the zip. That can't be right? I'm pretty sure it least requires a plugin dll since that's the reason I haven't been able to play it (Linux).

Please, if anybody has the original Razors in the Night v2.0 rar, post the link here.
#119
What do you mean by original version? The one in the archive is not it?

There's also Razors in the Night in there, but only v1.0 I'm afraid. If anybody has v2.0, please post the link here.
#120
Yes, I like CC, the licenses are worded so even I can understand. ;)

Is everybody okay with changing our suggested license to this?

QuoteThis work is licensed under the Creative Commons Attribution-Share Alike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a letter to Creative Commons, 543 Howard Street, 5th Floor, San Francisco, California, 94105, USA.

You are free:
    * to Share â€" to copy, distribute and transmit the work
    * to Remix â€" to adapt the work

Under the following conditions:
    * Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
    * Share Alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same, similar or a compatible license.
    * For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.
    * Any of the above conditions can be waived if you get permission from the copyright holder.
    * Nothing in this license impairs or restricts the author's moral rights.

And another thing:

Quote from: Scorpiorus on Fri 21/04/2006 01:44:25I volunteer myself for looking through the modules to investigate the situation and see if I can come up with a list of used names.
If I manage to compile something I'll post it here for us to consider the rest.

I see you haven't updated the list in a while.
As I have feared from the beginning, with the amount of modules being released nowadays, collating these names has probably become more work for one person to handle.
How about we add a "List of reserved module keywords" or something to the Wiki so everybody can help? Would you mind setting that up?

Quote from: Scorpiorus on Fri 21/04/2006 01:44:25
I wouldn't find maintaining the list a big deal but it would be cool if module authors post all the global names (prefixes) they're used in their module thread.

Yeah, another suggestion for authors to update the list probably wouldn't hurt.
SMF spam blocked by CleanTalk