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Author Topic: Some bugs  (Read 6982 times)

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Banbury

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Some bugs
« on: February 03, 2003, 08:17:55 AM »

Hi,
I'm busy converting my adventure to Wintermute.
I've found a few bugs or things that don't work as expected:
- Scene.Filename always returns [null].
- the TalkAsync method doesn't set the IsTalking and Ready flags.
- the Talk method suppresses all events. If I have a long monologue, there is no way to skip it.

Everything else works great for me. I absolutely love the GUI part of Wintermute. It's very easy to use.

Greetings

Banbury
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Mnemonic

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Re:Some bugs
« Reply #1 on: February 03, 2003, 09:58:01 AM »

Thank you! I'll look into it.

A single Talk command can be skipped by left clicking the mouse. I will make it configurable which mouse button skips the talk line (suggested by Jeroen).
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Mnemonic

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Re:Some bugs
« Reply #2 on: February 19, 2003, 01:10:03 PM »

I had a bug-chasing weekend :), so I finally got to these problems. Then Scene.Filename was a stupid bug and it's fixed. But the IsTalking() and Ready seem to work for me. How did you test it? BTW please note that IsTalking() is a method, not an attribute. And the Ready attribute returns false, whenever the actor is talking (no matter whether he's talking using Talk or TalkAsync).
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Banbury

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Re:Some bugs
« Reply #3 on: February 20, 2003, 07:57:23 AM »

I wanted to create a special talk function for cutscenes. So I called the TalkAsync method and followed it with a loop with the exit condition either IsTalking() = false or Ready=true. The programm never executed the loop and when I printed the values to the screen they were never correct. Maybe this is a timing problem and the values of IsTalking() and Ready are not set immediately after TalkAsync is called?

Greetings

Banbury
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