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Messages - strazer

#981
Advanced Technical Forum / Re: AGS 3D
Tue 30/08/2005 17:12:48
Quote from: SteveMcCrea on Tue 30/08/2005 13:42:30
Quote from: Furry
how unutterably sad it is to type "Ags", nay even "Ags3d.", and not see an autocomplete box popping up! Do you know why this happens?
I guess CJ hasn't had time to parse the headers for struct members to add to the autocomplete list. That would be very nice, wouldn't it?

Change
struct Ags3d
{
to
struct Ags3d {
and it works.
#982
Version 0.82 now up:

- Fixed problems with rooms > 21
- Fixed characters stuck speaking if not in current room

See download link above.

I'm still not quite satisfied with the internal workings of the module, but this will do for now. It's a Beta after all. ;)
#983
Advanced Technical Forum / Re: AGS 3D
Sun 28/08/2005 16:24:35
Please edit your previous post instead of double-posting. Thank you.
#984
The AGS Linux version only plays games made with v2.5 or later. Trying to use WINE to play Pleurghburg, I get "INI_Lib (E154): Parse Error".
#985
Quote from: Pumaman on Mon 28/02/2005 21:23:33structs inside structs are not currently supported.
#986
Yes, it's an unofficial feature. See Technical Archive.
#987
The downloadable manuals from the main page were very old, so I made the one from version 2.7 into a single HTML file.
Maybe it's easier to print or something. Enjoy!

Download here (1,4 Mb)

Edit:

PDF version now available (2,1 Mb)
#988
Broken links in the manual:
  Tutorial -> Setting up the game -> "hotspot interactions"
  FAQ and Troubleshooting -> Game creation problems -> "here"
  Scripting -> Overlay functions and properties -> See Also: "MoveOverlay"

Edit:

Spelling:
  The run-time engine -> The demo game -> "available as a seperate download" => separate
  The run-time engine -> The Wavetable Synth MIDI driver -> "only available seperately => separately
  Tutorial -> Setting up the game -> Conversations -> "The Dialog Editor is quite self-explanitory => explanatory
  Tutorial -> Setting up the game -> Game options -> Use letterbox (320x240 / 640x480) resolution -> "The screeen will be "letter-boxed"
  Tutorial -> Setting up the game -> Game options -> Number dialog options -> "as well as seperating the options" => separating
  Tutorial -> Setting up the game -> Advanced room features -> Importing a file as the walkable area mask -> "draw these in the editor itsself"
  Other features -> The text parser -> "all words seperated by the comma will match"
  Other features -> Translations -> "You can now give this file to your translaters." => translators
  Other features -> Lip sync -> "Seperate the letters by forward slashes."
  Scripting -> Script modules -> "split your code into more managable chunks" => manageable
  Scripting -> Character functions and properties -> Character.LockView -> "used to perform
animations with charaters" => characters
  Scripting -> File functions and properties -> File.Error -> "whether an error has occured"
  Scripting -> Object functions and properties -> Object.MergeIntoBackground -> "if a game event has occured"
  Scripting -> Game / Global functions -> IsKeyPressed -> "numeric keypad can have inconsitent keycodes" => inconsistent
  Scripting -> Game / Global functions -> RunAGSGame -> "as if it had been launched seperately"
  Scripting -> Game / Global functions -> SetGameOption -> "a seperate command to change them"
  Scripting -> GUI control functions and properties -> GUIControl.SetPosition -> "create dynamically resizable GUIs" => resizeable
  Scripting -> GUI control functions and properties -> GUIControl.SetSize -> "create dynamically resizable GUIs" => resizeable
  Scripting -> Maths functions and properties -> Maths.DegreesToRadians -> "Since the trigonometic functions" => trigonometric
  Scripting -> Mouse functions and properties -> Mouse.ChangeModeGraphic -> "This permenantly changes" => permanently
  Scripting -> Multimedia functions -> SetMusicMasterVolume -> "This is slightly mofidied by" => modified
  Scripting -> Multimedia functions -> SetMusicVolume -> "set the room volume to quitest" => quietest
  Reference -> Interaction events -> "following events are avialable in" => available
  Reference -> Scripting event reference -> on_event -> "depends on which event has occured"
#989
One way would be to create a GUI, put a button on it, set its image to the map and have the GUI close when clicked upon.

Then you would only have to display the GUI when the correct inventory item is used:

"Inventory items" pane -> Select paper inv item -> "Interaction..." -> "Use inventory on this item" -> "New action..." -> "Run script" -> "Edit script..."

Code: ags

  // script for Inventory item: Use inventory on this item

  if (player.ActiveInventory == iLiquid) { // or whatever you named the item
    gMap.Visible = true; // or whatever you named the GUI
  }


You also have to do the same for the other way around, when the paper is used on the liquid: Select liquid inv item -> "Interaction..." -> etc.
#990
There's also an online version of the manual here.
#991
Beginners' Technical Questions / Re: Variables
Thu 25/08/2005 09:14:33
1.) Manual -> Reference -> System limits:
  500 script GlobalInts (indexes 0 to 499)
  50 script GlobalStrings (0 to 49)

And of course you can have self-defined variables (4KB's worth inside a function, not sure about global ones).
Global ("static"):

Code: ags

// global script

int MyVariable; // defined outside of any functions -> accessible to whole global script
export MyVariable; // export so it can be used everywhere


Code: ags

// main script header

import int MyVariable; // import in script header so it can be used in all scripts


Code: ags

  // some script

  MyVariable = 5;


Local ("dynamic"):

Code: ags

// global/room script

function DoStuff() {

  int myvariable; // -> defined inside function: local variable, only accessible in here

  //...

  myvariable = 5;

}


2.) Not directly and you won't be able to use these names in dialog scripts, but you could set up an enum like this:

Code: ags

// main script header

enum MyGlobalIntNames {
  eGlobalSolvedFirstPuzzle = 77 ,
  // ^ arbitrary name, but I like to prefix "eGlobal" so the autocomplete pops them all up when I need them
  //...
  eGlobalHasShoes = 78;
};


and use these names in your script like this:

Code: ags

  // some script

  SetGlobalInt(eGlobalSolvedFirstPuzzle, 1);
    // instead of "SetGlobalInt(77, 1);"


Also, I think you can name the graphical variables that are used in the interaction editor. To access them from the script, use the Get/SetGraphicalVariable functions.
But they're not supported very much so I suggest doing it the other way.
#992
You can have 300 inventory items in AGS v2.7 (Manual -> Reference -> System limits)
#993
Advanced Technical Forum / Re: AGS 3D
Thu 25/08/2005 01:00:06
The keyboard doesn't work with AGS games in the Windows emulator I'm using in Linux, so I couldn't test it until now.
Then I simply opened it in AGS v2.7, changed the new v2.71 String handling back and tried to compile it. It worked.
(Any other Linux users can download these binaries of version 20050822 here (615kb).)

Absolutely amazing!!
#995
Quote from: scotch on Tue 23/08/2005 22:09:53
If you need somewhere to upload all these rare games you have then that isn't a problem, we've been trying to collect as many AGS games as possible together before they disappear entirely.

Sounds interesting. Are you planning some kind of semi-official AGS games archive?

Fuzzpilz, great job!
#996
You can, for example, use a GlobalInt to keep track of the health and use a label to display this GlobalInt's value on the screen.
Put a label on a GUI, set the GUI's visibility to "Normal" and set the label's text to "@GIx@" where x is the number of the GlobalInt, between 0 and 499.
To increase/decrease the health, simply change the GlobalInt's value using the SetGlobalInt function.

Also, try a forum search next time:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=19539
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21835
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=12074
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13073
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=12549
#997
Quote from: Chrille on Tue 23/08/2005 15:43:14I have considered making a new version of it at some point that's closer to my original plans but I wouldn't want to ruin a game that many people seem like by saying something like "the old version is obsolete, get this new one!"

Have you ever considered re-compiling it with at least AGS v2.5 so we can play it with modern engines? I use Linux and can't play it at all (doesn't work in DOSBox either).
#998
Quote from: magintz on Wed 10/08/2005 10:52:49
Can someone (preferably timosity or a moderator) go through the links on the first page and update them all adding in the new ones, deleting the old, editing the change of addresses etc.

I completey agree with auhsor above. Away with this thread already!
#999
Advanced Technical Forum / Re: Some questions
Tue 23/08/2005 05:40:38
Btw, these are the tracker entries you're looking for:

1.) RawRestoreArea

3.) RawDraw on sprites
#1000
I found that the main performance hit using rawdraw functions is due to RawRestoreScreen. See this thread for a discussion on that.
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