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Messages - strazer

#121
Sorry for the slight bump but I've stumbled upon the thread where we discussed the countdown clock in "Abducted": http://www.adventuregamestudio.co.uk/yabb/index.php?topic=17017
#122
Yep, thanks, now it seems to work.
Although I rather liked the enum idea. You could have kept it using monkey's first method, no?
#123
I think it's the same game, just with a few bugs fixed. If you've played v1.0 through already, I don't think you need v2.0.
#124
Remember, as Rui pointed out, it seems to be version 1.0. If anybody has a working link to v2.0, please post it here!
#125
AFAIK, an unmodified image is sent to the LCD which scales it to fit, causing the effect we describe.
So if you haven't actually photographed your display or re-created the effect in Photoshop, it may not a problem with your LCD after all.
#126
Quote from: gabrielsab on Thu 08/03/2007 14:13:49it dosnt support an install to read from the installed files that go onto the hard drive and read the files when needed from the dvd

I don't think I understand. Could you rephrase that?

To be clear, the function to read game data off the disc drive is a function of AGS (datadir).
All the installer has to do is put the game exe and cfg onto the hard drive and then modify the acsetup.cfg, adding the datadir parameter. I can't imagine an installer program wouldn't be able to do this.
#127
Quote from: ildu on Mon 05/03/2007 12:32:47Well, running a 320x200 or 320x240 game should work perfectly with 1280x1024

Yes, 1280 is a multiple of 320 so it can scale cleanly horizontally, but 200/240 doesn't fit vertically so the image still looks blurry.

Are there LCDs out there that have the option to cleanly scale up, simply leaving a small border of unused pixels around the image, but retaining the image's sharpness?
#128
Ah, that explains it.
Geoffkhan, please let us know when you have updated the link on the games page.
#129
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=30366

That thread is still on the front page. Please review at least that and try a forum search before you start a new thread.
You could help out by telling us where you've downloaded the game from.

Also, post the exact error message next time!
#130
Quote from: DonB (via pm)my message was directly onto AGS, since I have this problem with no other programs/games, only with AGS, so apparently it got something to do with AGS options..

Are you sure? What other programs do you have that use actual 320x200 resolution?

As the others have said, your LCD has a fixed number of pixels that determines its native, physical resolution. With your 17" it's probably 1280x1024 pixels. If you run any other resolution, the image has to be stretched/resized to this format, resulting in blurryness most of the time.

Here's another explanation: http://www.lockergnome.com/nexus/windows/2004/09/16/whats-native-resolution/

Unless I've misunderstood your original problem (blurryness), this is an issue inherent in flat panel displays and as such not directly related to AGS.
#131
The link is right above the smileys you know how to use: "How do I post images, smileys and formatting?"

Code: ags

[img]http://www.somewhere.com/yourimage.gif[/img]
#132
Where did you get the game, from what link did you download it?
#133
Good idea. Or how about an enum instead so the list of rooms pops up when you start typing, for example, eroom...:

Code: ags

// main script header

enum MyRooms { // arbitrary name
  eRoomIntro1 = 1, // arbitrary eRoom prefix
  eRoomIntro2 = 2,
  //...
  eRoomCorridor = 12
};

player.ChangeRoom(eRoomCorridor); // list of rooms pops up when you type eroom
#134
Version 0.80b now up. I only fixed the module to work with AGS v2.72.

The_Creep, this solves the GetGameParameter error message.
The second error was caused due to a bug in the BackwardsCompatible module. But now you don't need that module anymore so all is well.
#135
When it's finished, would you mind uploading the script here for anyone with the same problem?
#136
Yes, please don't open two threads about the same problem. Your thread will get moved to the appropriate forum if needed. Also, use more descriptive subject lines next time.

As for your problem, I also think an installer that puts the exe and cfg to the hard drive and adds the correct datadir line to acsetup.cfg is your best bet.
#137
Maybe the JuncSource Collection contains what you need?
#138
It may be a problem with Wine, since I have to run AGS v2.72 through that, but when I create a game with 4 characters and put this in game_start:

  Display("%d", GetGameParameter(GP_NUMCHARACTERS, 0, 0, 0)); // old-style

with this module, it returns 3 instead of 4, while

  Display("%d", Game.CharacterCount); // new-style

returns the correct 4.
But the BackwardsCompatible module also simply tries to return Game.CharacterCount.

Can anyone confirm this? What's going on? Very strange.
#139
GlobalInts <-> Graphical Variables

The interaction editor can only access Graphical Variables ("=Conditional - If variable is set to a certain value"), these can be referred to by name.

GlobalInts can only be accessed by script (="Run script") and are referred to by numbers.

From within dialog script, only GlobalInts can be set directly with the set-globalint command.
For setting Graphical Variables from within dialog script, you have to run custom script with the run-script command.

So you can either:

1.) Use only GlobalInts

Do as KhrisMUC says and change the command to
  set-globalint 101 1
then change all

  Interact object
    -> Conditional...

...etc. to

  Interact object
    -> Run script
Code: ags

  if (GetGlobalInt(101) == 1) {
    RunDialog(2); // fixed
  }
  else if (GetGlobalInt(101) == 0) {
    DisplayMessage(5);
  }


2.) Set the Graphical Variable from the dialog script

Code: ags

  ...
  Bruce: I'll have a look now.
  run-script 7 // runs the function below and passes 7
  return
  ...


Code: ags

// global script

function dialog_request(int runscript) { // if it doesn't exist already

  if (runscript == 7) { // if "run-script 7" used
    SetGraphicalVariable("1lisatlk", 1);
  }
  //else if (runscript == 4) { // if "run-script 4" used
  // do stuff
  //}
  //...etc.

}


Edit:

Yep, sorry about that.
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