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Messages - strazer

#841
Compiles fine here...
You have put the script header code in the seperate header script and not appended it to the end of the main script, right?
#842
What's the code where you call the functions?

Remember, if you want to be able to do
  WalkToInteraction.Stoped();
you have to use STATIC members functions, from the second example.

The way you have it now, you have to create an instance of the struct first that you can call the functions on:

  WalkToInteraction thething;
  //...
  thething.Stoped();
#843
Hehe, no problem. And welcome to the forum. :)
#844
As of AGS v2.7, the button has been removed and its functionality moved to the menu.
Just select the "Room Editor" pane and look in the "Room" menu.
#845
Code: ags

// script header

struct Blah {
  import function dostuff(int parameter); // import member function
};


Code: ags

// main script

function Blah::dostuff(int parameter) { // define member function
  //...the code
}

Blah theblah; // create instance of struct defined in script header


Code: ags

  // some script

  theblah.dostuff(2);


or

Code: ags

// script header

struct Blah {
  import static function dostuff(int parameter); // import STATIC member function
};



Code: ags

// main script

static function Blah::dostuff(int parameter) { // define STATIC member function
  //...the code
}


Code: ags

  // some script

  Blah.dostuff(2);
#846
What are you talking about exactly? What fix?
Yes, please describe your problem further and post the code you're trying to use.
#848
Cool, glad I could help. But please try the forum search function next time.

Btw, since it seems to be an error of the AGS version the game was compiled with, you can try running it with the next-highest version:

Download
  http://aafiles.bicycle-for-slugs.org/ags/ags_24b.zip
or, if that doesn't work,
  http://aafiles.bicycle-for-slugs.org/ags/ags_25.zip
and follow these instructions.
#849
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18389
-> http://www.adventuregamestudio.co.uk/yabb/index.php?topic=17445

Try playing the game from another, shallower, special-character-free directory ("C:   hegame" for example).
#851
Huh? DirectX under DOS? I don't think so.
The AGS DOS engine (acdos.exe) runs in DOSBox, just not the older ones. You need CWSDPMI.EXE, though.
#852
Thanks!

Quote from: jkohen on Sun 16/10/2005 06:39:37I don't even see the DOS interpreter inside the AGS 2.7 archive available for download currently.

Yeah, as you can see in the list, as of AGS v2.7, there's no DOS engine anymore.
#853
I don't care personally since I know how to use the editor but I think the proposed change might be more intuitive for new users.
#856
Quote from: scourge on Sun 16/10/2005 01:12:54
how do i show my pic 2x?

Code: ags

[img width=50 height=90]http://img397.imageshack.us/img397/544/alien1gw.gif[/img]
#857
Quote from: jkohen on Sun 16/10/2005 06:39:37
I use Linux, but my "modern" system can only successfully run the latest released AGS for Linux, so no luck running older games with it.

AGS v2.7 can only play games compiled with AGS v2.5 and up. And the Linux version doesn't work with games using plugins.

I run Linux too and I haven't had any luck yet getting older games to work using DOSBox ("There was a problem initializing graphics mode 320 x 200. (Problem: 'Resolution not supported')").

As for the WINE bug, keep an eye on this entry at WineHQ.

There's a list of older AGS releases here.
#858
I don't know the series but your opening is great either way.

Quote from: Worm III on Fri 14/10/2005 03:33:501. Does the synching between music and animation happen alright on various computers of various speeds.

Perfect here.
P4 2,4 GHz, AGS Linux v2.7.

Quote from: Worm III on Fri 14/10/2005 03:33:502. In the zip file posted below is the EXE of the game and the mpeg file I based the animation sequence off of. How do the 2 compare.

I played them side-by-side, I noticed no significant differences.
#859
Quote from: YakSpit on Fri 14/10/2005 05:21:11
It's not a horrible reference, but if you read the page, you'll see it's not mocap.

Clicking on "Info" tells me:

Quote
It is based on walking data from 40 male and 40 female walkers. Using a motion capture system their movement were recorded while walking on a treadmill.

I like it, thanks for the link!
#860
Critics' Lounge / Re: EGA to VGA C&C
Tue 11/10/2005 21:44:32
FMTowns games apparently often came in both japanese and english on the same disc.
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