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Messages - Kaz

Pages: 1 2 [3] 4 5 ... 16
31
Technical forum / Re: Myst V style
« on: March 12, 2010, 01:17:16 PM »
We've been experimenting with this too - taking a 3D panorama straight from the model and saving it as frames - putting the frames into a movie editor, saving that as an OGG, which is simply called from a hotspot. Use a frame from the video as your landing frame. You may have to alphablend to avoid stutters. But this is theory only - we're not yet happy with the results, but that might be our fault.

32
Technical forum / Re: Localizing Subtitles
« on: March 12, 2010, 12:57:32 PM »
aargh! And it does. Why didn't I think of that?

Last thing - how do I control where the SUB output appears on the screen, size and position?

Thanks

33
I'm interested in this too - no intention of using HTML tags.

Does anybody please know, how can the position, width and background of the .SUB subtitles be set? While Entity.SubtitlesPosX etc. work,
Game.SubtitlesPosX etc. do not.

Thanks



34
Technical forum / Localizing Subtitles
« on: March 07, 2010, 12:20:32 PM »
Hi all

The release announcement http://forum.dead-code.org/index.php?topic=2346.0 says that WME now allows .SUB files to consult the string table, so subtitles can be easliy localized - but the detail of this is apparently not documented anywhere else.  :(

Quote
•The video subtitle files (.sub) can now use the "localizable" form of text ("/string_id/actual text") which means you can localize video subtitles using the string table, just like any other in-game text.

In the spirit of DIY experimentation I've tried:
Code: [Select]
{2}{62} /Tony01_1/
{2}{62} /Tony01_1/Hi Abi, it's Tony here. Sorry to hear about your loss - your great-aunt wasn't it?
{2}{62} "/Tony01_1/"
{2}{62} "/Tony01_1/Hi Abi, it's Tony here. Sorry to hear about your loss - your great-aunt wasn't it?"
and even the literal, but desperate
Code: [Select]
{2}{62} ("/Tony01_1/Hi Abi, it's Tony here. Sorry to hear about your loss - your great-aunt wasn't it?")

But sadly, I get the literal content of the sub file every time, slashes and all.

Does anybody how to make .sub files talk to the string table as the release doc claims? Even if you've only a snippet of information, let me have it and I will attempt to compile and post the definitive 'how-to' on this.

BTW, can anybody also please point me to where it is described how to format and position the output of the .SUB file? Mine hugs the bottom of the screen, in a small, green font, but I don't know how I might have told it to do that.

Thanks
 

35
Technical forum / Re: Can't control video in an entity container
« on: March 07, 2010, 11:55:38 AM »
Hi all

Stumbled upon a post by Metamorphium that said it can't be done, that Theoras can't be made interactive. The answer is to superimpose an interactive region above the entity displaying the ogg. His example, using a scene, refers the the dynamic creation of an entity. I'm using a window, so I added a button and that works as well.

Code: [Select]
on "Button"
  {
  // var Video = this.GetControl("Video");  // for completeness only - actually happens elsewhere in script
  if(Video != null)
    {
    var v = Video.GetEntity();
    if(v.IsTheoraPlaying())
      {
      v.StopTheora();
      PDA.GoVideo = null;  // just my control variable
      }
    }
  }

36
Technical forum / Re: Subtitles duration
« on: March 07, 2010, 09:01:12 AM »
Thanks Odnorf. So is the Talk method not of practical use with videos? Are the timing errors something I've done wrong or something to do with WME?

37
Technical forum / Subtitles duration
« on: March 06, 2010, 09:06:24 PM »
Hi

I have a video 37 seconds long. It's lip-synched so the audio has to be in the video. This means I can't have a separate audio file, but I still need subtitles. But the subtitles always overrun, by roughly the same amount, no matter what value I set the duration parameter to be.

Here's the code:
Code: [Select]
this.PlayTheora("interface\PDA\Oggs\Tony1.ogg");
this.Talk(Game.ExpandString("/Tony01_1/","",5000));
this.Talk(Game.ExpandString("/Tony01_2/","",1000));
this.Talk(Game.ExpandString("/Tony01_3/","",1000));
this.Talk(Game.ExpandString("/Tony01_4/","",1000));
You can see the total is only 8 seconds - but even the third part is still on the screen when the 37-second video is over, with the fourth part appearing several seconds later.

Can anybody please advise how I get the timings right?

Thanks



38
Technical forum / Can't control video in an entity container
« on: March 06, 2010, 12:58:03 PM »
Hi all

In a window there is an entity and in the entity a video runs using PlayTheora(). But most other instructions in the script seem to be ignored and so I can't control the video.

What am I doing wrong? Here's the code from the entity script.

Cheers

Code: [Select]
this.Interactive = true; // Redundant, as Entity already has Active=TRUE
this.SetCursor("sprites\system\ArberthCursors\Action2.sprite"); // NOT executed
//
while(PDA.GoVideo != true) // wait until you're told to play
  {
  Game.Msg("Waiting to start video"); // Works
  Sleep(20);
  }
var a = PDA.Call;  // which video to play?
if(PDA.Call != null)
  {
  if(a =="Tony01")
    {
this.PlayTheora("interface\PDA\Oggs\Tony1.ogg"); // Works
}
  while(this.IsTheoraPlaying())
    {
    Game.Msg("Entity waiting for the video to end"); // TEST - works
    Sleep(20);
    }
  }
PDA.GoVideo = null; // hand control back to the window - works
//
// EVENTS, all ignored
on "LeftClick"
  {
  Game.Msg("LeftClick detected"); // NOT executed
  }
on "MouseEntry"
  {
  this.PauseTheora(); // NOT executed
  }
on "MouseLeave"
  {
  this.ResumeTheora(); // NOT executed
  }
 

39
Technical forum / Re: Create multiple event handlers on the fly
« on: February 20, 2010, 03:55:10 PM »
Hello chaps

The Attachscript method worked like a charm. The buttons all have to do the same thing to themselves, there's no actual difference between them, so one script can handle them all.

The puzzle is based on cells in a matrix, changing their contents. Cracked it. Thanks for your help.

Cheers

40
Technical forum / Create multiple event handlers on the fly
« on: February 19, 2010, 09:23:37 PM »
Hi all

I'm running a window that uses CreateButton() to create 150 buttons on demand. That bit's ok, a for() loop creates the button names and positions.

What I don't get though is how to then in the same routine, to create code to be run when those buttons are pressed - Metamorphium hinted tantalisingly at it in a previous post, with the enigmatic
"insertButton will as a parameter take name of the button (which will be further referenced in script as on "" event)"

but I can't find any documentation that explains how that 'on "" event' is created and where it gets its code from.

I tried ApplyEvent, but that doesn't seem to do it - in any case I can't see how ApplyEvent could create 150 different code sequences.

Any ideas?

Thanks

41
Solved - HasItem works with entities, and a QueryItem loop will throw up a null if there's nothing in the entity's inventory. 

42
Hi all

I have two inventories, one for documents and one for objects, related to two actors, InvDocs and InvObjects (I know, they could just as easliy be entities). I get the whole actor.TakeItem thing but does that also extend to other methods like TotalNumItems, QueryItem and IsItemTaken or are those methods only for the Game object?

I want to switch a menu button on depending on whether there are things in each inventory. How do I check whether the number of items in InvDocs's inventory is > 0? I tried InvDocs.QueryItem and InvDocs.IsItemTaken and got 'call ignored'.

Cheers
 

43
Technical forum / Re: What are 'Rotation Levels'?
« on: January 14, 2010, 11:13:30 AM »
Understood - thankyou

44
Technical forum / Re: this.GetControl ignored or not?
« on: January 14, 2010, 11:04:36 AM »
Hi Mnemonic

Thanks for the suggestion. I edited the script by calling it from within the window editor, so it had to be attached. But your suggestion showed that somehow I had attached the same script to one of the objects in the window, which revealed then its name.

I removed the second association and  it all worked as expected. Spot on again, Jan.

Cheers
 

45
Technical forum / this.GetControl ignored or not?
« on: January 13, 2010, 03:01:27 PM »
Hello all

Something I thought I'd done thousand times before, picking up a control in a window - but this time it's ignored, except that the allegedly 'ignored' control still executes.
Script says:
Code: [Select]
this.xResult = false;
PDA.Showing = true;
var m = this.GetControl("Message");
var c = this.GetControl("IncomingCall");
var x = this.GetControl("Idle");
var a = PDA.Notify;
PDA.Notify = null;
switch (a)
  {
  case "M":
    m.Disabled = false;
m.Visible = true;
  break;

  case "C":
    c.Disabled = false;
c.Visible = true;
  break;

  default:
    x.Disabled = false;
x.Visible = true;
  break;
  }
self.GoExclusive();

And I get the following eror messages:

Code: [Select]
13:51:32:  Runtime error. Script 'interface\PDA\PDA.script', line 6
13:51:32:    Call to undefined method 'GetControl'. Ignored.
13:51:32:  Runtime error. Script 'interface\PDA\PDA.script', line 7
13:51:32:    Call to undefined method 'GetControl'. Ignored.
13:51:32:  Runtime error. Script 'interface\PDA\PDA.script', line 8
13:51:32:    Call to undefined method 'GetControl'. Ignored.
13:51:32:  Runtime error. Script 'interface\PDA\PDA.script', line 28
13:51:32:    Call to undefined method 'GoExclusive'. Ignored.

And yet the summoned Control "IncomingCall" does actually display, so it wasn't ignored:
AND there's no error reported for the this.xresult = false; line

 ??? ??? ???

Any thoughts?

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