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Messages - strazer

#1201
Neither the editor nor the game are noticably slower for me with sprite compression enabled (P4 2,4GHz, 640x480x32 on WINE/Linux).
My acsprset.spr file has shrunk from 13MB to 1MB! Wow!

Edit:

Quote* The hi-color Palette pane now displays the current colour number in a text box so that it can be copy & pasted easily.

Could you make it so it also works the other way around, i.e. that you can enter or paste a number in the text box and it displays what color it is?
#1202
What a great idea! Just putting that in on_event saves a lot of script.
#1203
Yeah, it would seem the interface_click function isn't triggered when you click on an inventory item.
So it's probably best to just capture the pressed mouse button in on_event and put the checks in interface_click like I did in my last example above.
#1204
I'd like to take you up on that offer if you'll have me?
#1205
No problem. Without a proper search function, it's sometimes hard to find stuff in the tracker. It's easier for me since I added most entries and know what to look for.
#1207
AGS Beginners FAQ

Edit: Updated link
#1208
Quote from: Pumaman on Mon 21/02/2005 19:44:50
No, it's because autocomplete doesn't work if the variable is also the name of a member variable in a struct definition (since autocomplete isn't currently clever enough to know that when it finds the definition).

Because the Character struct has a "string name" member, and that's the first definition of 'name' that it finds, any variable called 'name' will be viewed as a string by autocomplete.

So since "Mode" is the also the name of a member of the "Mouse" struct, auto-complete picks up its definition first (CursorMode).
I think this will eventually be fixed in a future version. For now, I've created a tracker entry.
#1209
Yes, they do:

Plugin
Script module
#1210
Wow, that was fast! Thanks a lot, works great!
#1211
I've just booked the flight. I'll land at airport Stansted at 9:25.
But I think I won't be able to bring a tent after all. Does anyone have space left?
#1212
CJ, could you take a look at his other thread, please? Did I get it right?

Edit:

Quote from: Pumaman on Thu 02/06/2005 19:08:09
Whenever you click the mouse or press a key, AGS logs an internal "event". There are also some other things that cause an event to be logged, such as changing room, standing on a hotspot and activating a GUI control.

At the end of each game cycle, AGS then runs through and processes all the posted events.

If more than 15 events get posted, AGS aborts with the error message you describe. This is coded in as a 'sanity test', since there should never really be that many events generated in one cycle.

Was there absoultely nothing in common between the two problems? The same GUI wasn't be used, by any chance?

There are only two ways I can think of that would cause this problem:
(a) Have 16 text boxes on a GUI, and then press a key. This will activate all the text boxes and cause the error
(b) Keep changing between rooms by using NewRoom commands in the Enters Screen Before Fadein interaciton.

Both of these are quite obscure situations though, and I doubt it'd be either.

Is it fairly easy to reproduce the problem, or do you have to play for a while before it happens?

QuoteI think since only one script can run at a time, functions/events will be put in a queue and executed when the current script finishes. According to this page, AGS can queue up to 5 functions per thread.

That's a good thought, but in the case of queued scripts AGS simply discards any extra scripts once 5 are queued. The situation happens too regularly for it to cause an error.

#1213
That should be the default behaviour.
What format are the voice sound files in? I've read several posts of people whose OGG files were cut short so they had to extend them with a second of silence.
#1214
SaveGameSlot is a delayed-response function, meaning it gets executed when the script finishes, so it is actually executed after you create the dynamic sprite.

You could use DynamicSprite.CreateFromScreenShot instead.
#1215
Quoteit looks wrong in the GUI editor but right in-game.

Ah, I also only tested it in the editor, not at run-time. Good to know.
#1216
It should be
  ((255/8)*2048) + ((128/8)*64) + (64/8) = 64520

but

Quotewhen I try this in true color, the shown color in palette and the GUI color are different when I use the number.

you're right, when I enter this number as the GUI background color, it displays as blue.
Seems like R and B are reversed, so the color you're looking for is actually

  ((64/8)*2048) + ((128/8)*64) + (255/8) = 17439

Looks like a bug to me.
#1217
Quote from: Pumaman on Fri 20/05/2005 20:11:10Hi-colour is 16-bit colour, in which Red, Green and Blue are represented by 5 bits each.
Therefore the accuracy of the hi-color video mode is down to 32 shades of each component.

AGS then keeps this method of selecting colours for 32-bit to make porting your game between 16-bit and 32-bit as painless as possible.

Sounds to me like you're limited to a hi-color palette.
#1219
That thread was started by him.

Dusty, if you feel your question has not been sufficiently answered in the Beginner's Forum, please pm a moderator to move your thread here instead of cross-posting. Thank you.
#1220
You can put your status GUI script into the repeatedly_execute_always function which also runs during blocking actions.
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