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Messages - subspark

#881
No line number I'm sorry. Thats what was so confusing about it.

In order to hack around the problem, I basically changed all the names of the GUI's in the global scripts to numbers, compiled again and it ran without a hitch.

For a working LucasArts template for 2.8 a7 visit my post here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=31258.0

Cheers,
Paul W.
#882
For those of you who want a working LucasArts template for AGS 2.8 Alpha 7 please download here:
http://www.shuugouteki.net/paul/Development/FOY/LucasArts_FOA.rar

Compiled and tested it a few hours ago. It's a small test game I made about a month ago.
Forgive the intro.
Cheers.
#883
My game compiles, but I get an error when I run it.

Code: ags
// Main global script file


//SOME TEMPLATE DEFINITIONS:

//-----------------------------------------------------------------------------------------------
#define MAX_MODES 			11//	put here how many cursor modes you have (= last
//						number in mode '#defines' in the Script Header+1).
//						Putting a lower number will cause strange errors.
//-----------------------------------------------------------------------------------------------
#define MAX_SAVEGAMES 			99//    Max number of savegames.
//-----------------------------------------------------------------------------------------------
#define EXTENSION_IDENTIFIER 		">"//	Character(s) extensions start with. 
#define VARIABLE_DEF_ACTION_EXTENSION	'v'//	Extension for variable default action things.
#define NO_DEF_ACTION_EXTENSION		'n'//	Extension for no default action things.
#define EXITS_EXTENSION			'e'//	Extension for exit type things.
//-----------------------------------------------------------------------------------------------
#define ALWAYS_GO_TO_HOTSPOTS 		1//	Read the template documentation for this.
//-----------------------------------------------------------------------------------------------
#define DEFAULT_FONT_HEIGHT 		8//	Used in SaveGame GUI script
//-----------------------------------------------------------------------------------------------
#define GUI_MAPS_WIDTH 			100//	Used for setting up the GUI label in map rooms .
#define GUI_MAPS_LABEL_FONT 		1//
//-----------------------------------------------------------------------------------------------
#define INV_UP_ARROW_ON_SPRITE 		39//	Used for setting the correct arrows so that the 
#define INV_UP_ARROW_OFF_SPRITE 	45//	player can see if the inventory is scrollable.
#define INV_DOWN_ARROW_ON_SPRITE 	40//
#define INV_DOWN_ARROW_OFF_SPRITE 	46//
//-----------------------------------------------------------------------------------------------
#define ACTION_LABEL_COLOR_NORMAL	 3//	Used in highlighting the action bar.
#define ACTION_LABEL_COLOR_HIGHLIGHTED 	11//
//-----------------------------------------------------------------------------------------------
#define BLANK_CURSOR_SPRITE_NUMBER 	1//	Used for changing the cursor back to 'wait' 
//							cursor after 'semi-blocking' functions finish. 
//-----------------------------------------------------------------------------------------------
#define FIRST_INV_SLOT_COORDS 	    161,159//	Any point inside the top left inventory slot.
//									coordinates used for inventory box.
//-----------------------------------------------------------------------------------------------
#define CONFIRM_GUIS_CHARACTER_YES	'Y'//	Keys for 'Yes' and 'No' in 'exit game' and 
#define CONFIRM_GUIS_CHARACTER_NO	'N'//	'restart game' GUI requests. (Always uppercase)
//-----------------------------------------------------------------------------------------------
#define SPECIAL_INV_MODE		1//	1 = LOOK mode (as defined in script header).
//							It is the mode that will trigger a left click
//							in the inventory if mode is WALK or PICKUP.
//-----------------------------------------------------------------------------------------------


The Guis from 0 - 10

gAction
gMaingui
gDialogsgui
gOptions
gMaps
gPaused
gRestore
gSave
gSavetextbox
gConfirmexit
gRestart

The error message is this:
Quote
Error: FindGUIID: No matching GUI found: GUI may have been deleted

I thought #defines were reimplemented. Im not sure what is happening.
#884
Absolutely. Checking again now.

Okay. When I first converted the old 2.72 project over to AGS 2.8 it was on another computer without Perforce installed. After I got back from overseas, I copied the 2.8 converted game to my home pc and havent been able to run it until this weekend thanks to CJ's fix. When I opened the already converted game up, the sprites were black.

I have reimported the original 2.72 game into AGS 2.8 alpha 7 and all is good with the sprites.

I don't beleive I can reproduce the problem without the laptop which I dont have.

Cheers,
PW.
#885
Well if your not a seasoned programmer, then I am a first-time tinkerer. Theres no way for me to get a working module without months of training and thats not exactly my department.
I'm quite a patient man and I would be most appreciative of any time you can spare on this when you get the chance.

Cheers mate,
Paul W.
#886
Well our programmer reccommended turning the dll off by renaming it to p4scc.dll.no so that i wouldnt get this annoying hang up everytime Unreal3Ed starts. That MUST be the problem, CJ.

Thanks for the speedy fix. Your efforts are most appreciated mate. Thankyou.


On another note, all my sprites from a 2.72 game have turned out pure black. In other words I loaded an older project using AGS 2.8 and all the pixels are black. In a related matter, It would be really handy, Chris, if we sometime had an alternate viewing option for sprites. Too often I have to double click on the sprite to see what it is because the thumbnail is too small. Could we perhaps have an option to label our sprites and a choice between the names and the standard numbers. If I am to reimport all my sprites, I'm running blind as to which ones are which to replace.

Does anybody else second this? It would be a big help in my pipeline with the editor.

Enjoy your weekend people.

Cheers guys,
Paul W.
#887
Advanced Technical Forum / Re: Version control
Fri 11/05/2007 00:17:11
Yeah as CJ has recently brought to our attention, Perforce crashes AGS 2.8.

So you might want to hold off on that one until Chris has a workaround or a fix.
Sorry. I didn't know that at the time.

Cheers,
Paul.
#888
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25937.0

A great find but an example demo would be more usefull. Steve's just given us the core. The rest is missing for less seasoned programmers like myself.

Cheers,
Paul.
#889
QuoteBuilt-in templates for the most common requests would suffice, such as Lucasarts style, RPG game, etc.

I couldn't agree more. As for Lucasarts GUIs I beleive the most complete one is the Monkey Island 2 GUI. Theres a couple floating around. Its Perikovs one. (hideously misspelt)

If it could be rewritten for 2.8 using modern code then a template could be included with AGS 2.8.
Theres no need to include templates of similar design like Fate of Atlantis. Its just a matter of swapping sprites and a good practise for new developers anyway. I've been there. I loved problem solving that one once. ;)

As for my issue, yes, I use Perforce for licensed Unreal 3 development. It is installed and theres definatly a problem there.
I don't expect to have to uninstall Perforce to get AGS running. Making games is my business and not just my hobby so I'd really love to be able to continue my job and work on my beloved AGS on the same machine if you please.  ;)

Could we correct this error, Chris. I imagine others too may need Perforce installed.

Cheers mate,
Paul.
#890
Thats the kind of thing. I second that!
#891
I would think this is something that everybody could benefit from. I would suggest its more of an engine update rather than a per user workaround. Smooth scrolling is not inconceivable, however, it does present itself as something that should be done accross the board.

Is this reasonable, CJ?

Cheers,
PW.
#892
Advanced Technical Forum / Re: Version control
Tue 08/05/2007 05:18:50
Sure. We use TortoiseSVN for our version control.

A much heavier tool is PerForce.

I suggest you google the above and read into it.

Cheers mate,
PW.
#893
Advanced Technical Forum / Glitchy Scrolling
Tue 08/05/2007 05:15:45
Dear AGSers',

Have you ever noticed that scrolling scenes are very jerky?
It seems the scrolling is based on character position rather than where the mouse clicked.

While this may be a good thing, is there some way, CJ, to average out the scroll speed when a character moves through a scrolling scene?

Up until now scrolling has always looked awkward.



Cheers,
PW.
#894
Chris, AGS 2.8 Alpha 1 - 6 has been throwing the following error at me:



To clairy, I've never been able to run any incarnation of the alpha on my PC.

My PC specs are as follows:

Dell Precision 670
-------------------
CPU: Intel XEON 2.8Ghz
GPU: Quadro FX 4500 PCI-E
OS: Windows XP Pro
RAM: 2GB

I beleive this is a MAJOR bug. Hope we can clear it up soon.

Cheers,
Paul.

Screen Resolution set to default: 2560x1600
#895
Thankyou. This issue is solved.

Beers to you.
#896
Hi all. I'm working on a DiG/Sam & max Style interface where you click a little icon in the bottom left corner for a popup inventory to display. The problem is I have a grid for the inventory items however the fill clor is black and I want the fill color to be 70% transparent. For this I have set up 2 GUis, one is the Inventory (with bitmap grid and icons) which has a zOrder of 2 and the other is the Inventory Backboard with a zOrder of 1
I'm using FadingThingsNonBlocking to afde in the two GUis however only one draws itself depending on which gui was told to fade in first.

For example:
Code: ags

string buffer;
if (interface == ACTIONS) {
//	Inventory GUI
//-----------------------------------------------------
if (button == 0) {
		FadeGuiIn_NoBlock(gInventory,0,-15);
}                              FadeGuiIn_NoBlock(gInventoryback,30,-15);


Any ideas?

Cheers,
Sparx.
#897
Worked Great!

Thankyou.
#898
Quote from: strazer on Sun 08/04/2007 18:28:37
If you set the GUI's Visible property to "Popup Modal", the game will be blocked while it is displayed, no interactions on the room background are processed.
You know what that doesnt work. The background hotspots are still processed. What I set up for when I move the mouse over hotspots is a loom style graphic representation fades into the bottom right corner.
I'm using the FadingThingsNonBlocking Module t fade objects in and out including the inventory.

Quote from: strazer on Sun 08/04/2007 18:28:37
If you want the GUI not to pause the game, you could make it as big as the screen so it covers the hotspots. Use a graphic that's transparent on the outer areas so you can still see the room background beneath.

Good idea. And this code will still work:
Code: ags

 if (IsGUIOn(1)==true) {
	if (mouse.x > 280) {
 	FadeGuiOut_NoBlock(gInventory,100,-15);
	}
	if (mouse.x < 40) {
	  if (mouse.y < 140) {
 	FadeGuiOut_NoBlock(gInventory,100,-15);
		}
	}
	if (mouse.y < 25) {
 	FadeGuiOut_NoBlock(gInventory,100,-15);
	}
	else {
	}
 }
}


I'll try and solve the above first.

Thanks Strazer.
#899
I am making a Dig/Sam & Max style GUI and can't for the life of me figure out how to disable all and any hotspots in any room while my Inventory GUI is visible.

It is set up so that you click a little button in the bottom left corner of the screen and an inventory GUI pops up.

My problem is this: With the Inventory GUI activated, the underlying hotspots behind this GUI are still active when the mouse moves over them.

Ideally once the player has chosen an inventory item for use with the hotspots in the room, he/she moves the mouse off to the side and the hotspots are active again with the inventory item as the cursor.

Any ideas?
Cheers.
#900
Dear AGSers,

I have imported my game into AGS 2.8 Alpha 5 with no problems.
However when I attemtpt to compile the script it spits out the following error:
undefined symbal 'ACTION'

Code: ags

// Main global script file


//SOME TEMPLATE DEFINITIONS:

//-----------------------------------------------------------------------------------------------
#define MAX_MODES 			11//	put here how many cursor modes you have (= last
//                          number in mode '#defines' in the Script Header+1).
//                          Putting a lower number will cause strange errors.
//-----------------------------------------------------------------------------------------------
#define MAX_SAVEGAMES 			99//    Max number of savegames.
//-----------------------------------------------------------------------------------------------
#define EXTENSION_IDENTIFIER 		">"//	Character(s) extensions start with. 
#define VARIABLE_DEF_ACTION_EXTENSION	'v'//	Extension for variable default action things.
#define NO_DEF_ACTION_EXTENSION		'n'//	Extension for no default action things.
#define EXITS_EXTENSION			'e'//	Extension for exit type things.
//-----------------------------------------------------------------------------------------------
#define ALWAYS_GO_TO_HOTSPOTS 		1//	Read the template documentation for this.
//-----------------------------------------------------------------------------------------------
#define DEFAULT_FONT_HEIGHT 		8//	Used in SaveGame GUI script
//-----------------------------------------------------------------------------------------------
#define GUI_MAPS_WIDTH 			100//	Used for setting up the GUI label in map rooms .
#define GUI_MAPS_LABEL_FONT 		1//
//-----------------------------------------------------------------------------------------------
#define INV_UP_ARROW_ON_SPRITE 		39//	Used for setting the correct arrows so that the 
#define INV_UP_ARROW_OFF_SPRITE 	45//	player can see if the inventory is scrollable.
#define INV_DOWN_ARROW_ON_SPRITE 	40//
#define INV_DOWN_ARROW_OFF_SPRITE 	46//
//-----------------------------------------------------------------------------------------------
#define ACTION_LABEL_COLOR_NORMAL	 3//	Used in highlighting the action bar.
#define ACTION_LABEL_COLOR_HIGHLIGHTED 	11//
//-----------------------------------------------------------------------------------------------
#define BLANK_CURSOR_SPRITE_NUMBER 	1//	Used for changing the cursor back to 'wait' 
//                          cursor after 'semi-blocking' functions finish. 
//-----------------------------------------------------------------------------------------------
#define FIRST_INV_SLOT_COORDS 	    161,159//	Any point inside the top left inventory slot.
//                          coordinates used for inventory box.
//-----------------------------------------------------------------------------------------------
#define CONFIRM_GUIS_CHARACTER_YES	'Y'//	Keys for 'Yes' and 'No' in 'exit game' and 
#define CONFIRM_GUIS_CHARACTER_NO	'N'//	'restart game' GUI requests. (Always uppercase)
//-----------------------------------------------------------------------------------------------
#define SPECIAL_INV_MODE		1//	1 = LOOK mode (as defined in script header).
//                          It is the mode that will trigger a left click
//                          in the inventory if mode is WALK or PICKUP.
//-----------------------------------------------------------------------------------------------


As you may have guessed I'm using a monkey island template.

I corrected this error by adding #define ACTION into the global script. While this fix doesn't make sense I attempt to fix the next problem.

The compiler spat out the following error:
missing argument in function call (line 249)

Code: ags

function HighlightActionBar(){
  //highlights the action bar with the color defined at the top of the global script
(line 249) SetLabelColor(ACTION,0,ACTION_LABEL_COLOR_HIGHLIGHTED);
  SetTimer(20,5);
}


Any ideas on how to get this not too lengthy script to compile for 2.8 alpha 5?
Any help here would be hot.

Cheers.
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