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

#241
I have to say I agree. Multiple (outdated) versions of the manual could lead to confusion.
#242
Ah, so it's an ace file, not rar.
What program are you using to unpack it? Maybe it doesn't support (the newest) ace format. In that case, try a newer or another program or WinAce itself.
#243
Try another program to unrar it or re-download it.
#244
These vf files are the videos themselves, so if you rename them they can't be found and thus not played anymore and all you get is an error message and can resume playing.
vf1 and vf2 are merely the Tierra logo at the beginning of the game, but vf3 is a cutscene and if you leave that one intact, won't the game lock up again when the cutscene is supposed to be played later in the game?

To properly solve this it would be important to find out why your PC can't play those movies.
You can use a utility like GSpot to find out what codec the videos were compressed with and install the appropriate one.
If you just can't get it to work, another way would be to convert the videos to another, more compatible codec that works on your system. I think VirtualDub can do this.

Edit:

The ReadMe says they use the MPG codec for the videos. They suggest to re-install that. Anyone knows where to get it and how to do it?
#245
Quote from: Sotaria on Tue 07/11/2006 16:35:04
On the previous thread ... I got all the AGS games working after updating Windows Media Player and the Divx.
#246
Quote from: Sotaria on Tue 07/11/2006 15:03:41
In updating all my games for XP I have NOT had a problem until I came to KQ2VGA.

And what about your previous thread that's still on the front page? You talk about video lock ups there, isn't this the same problem?
#247
Hm, I'm really torn. People seem to like this but blocking fades are so easy to do in script so I don't see why this needs to be a module. We have so many modules in the Tech Archive already so please don't be angry if I don't move it there.

Edit:

Btw, I've just noticed that you already had a fading module in Tech Archive as part of your "3 Different Modules" post. I like them to be separate, but in the future, please use your old threads for updated versions of your modules.
#248
Can you give us an update, please? I'd like to play The Shivah, but that was made with AGS v2.72.
#249
I think the KQ remakes use full motion video for the intros.
Can you play the game if you try to skip the intro by pressing the ESC key?
Do you hear any sound when the black screen appears?
Have you tried changing some options in the game's setup?
#250
Quote from: monkey_05_06 on Fri 27/10/2006 09:34:56Also, why make a new module instead of just adding an optional BlockingStyle parameter to control whether the functions block?

Agreed. I'll wait for an updated version before I move this to the Tech Archive.
#251
Quote from: Pumaman on Mon 06/11/2006 19:01:32Well, at the moment the room descriptions don't get compiled into the game EXE, but I guess that could be added in order to enable a Room.Description property.

In that case I think it's not worth the trouble. The custom properties way is easy enough:

Code: ags

function on_event(EventType event, int data) {
 
  if (event == eEventEnterRoomBeforeFadein) {
    mylabel.Text = Room.GetTextProperty("Description"); // current room's custom "Description" property text
  }

}
#252
I think what R4L means is to increase the inventory control's "Item width" and "Item height" properties in the GUI editor.
Your problem is probably that the inventory item graphic exceeds the slot size, so the item overlaps into the other slot. So make the graphic smaller or the item slot bigger.
#253
Good point.
But there's already a description field in the editor, so it would simply be convenient if you could use that.
#254
I think a more versatile solution would be a Room.Description property.
If this would be implemented, your problem could be solved like this:

Code: ags

function on_event(EventType event, int data) {
  
  if (event == eEventEnterRoomBeforeFadein) {
    mylabel.Text = Room.Description; // display current room's description on mylabel
  }

}


And yes, I support it, seems like a simple thing to implement.
#255
Dave, do you happen to have a hi-res version of that Shivah postcard for us to make our own CD cover?
#256
Yeah, what I meant is to word it correctly as not to confuse any newbies reading it.
#257
Just a sidenote:

Quote from: gypsysnail on Fri 27/10/2006 07:09:54as it is a plug in type module.

Quote from: gypsysnail on Fri 27/10/2006 07:09:54there is a module for this that is plugin

There are modules and there are plugins. They are different things. Please don't confuse the two.
#258
I think it was due to capitalization. AGS is case-sensitive, so it should have been
  character[ENGEL].Say("You already have the Bandana!");
(Also note the semi-colon at the end in case it wasn't in your script.)

But cEngel is easier, obviously.
#259
Version 0.84b now up. I have hopefully updated the module to work with both AGS v2.71 and v2.72.
#260
Advanced Technical Forum / Re: Startup Failure
Mon 23/10/2006 11:06:34
Quote from: Ghost on Sun 22/10/2006 02:15:08
I'm no moderator and don't intend to sound like one, but this would be easier to read if you checked your spelling.

I second that. People will be more inclined to help you if you write in a readable way. Thank you.
SMF spam blocked by CleanTalk