Please login or register.

Login with username, password and session length
Advanced search  

News:

Forum rules - please read before posting, it can save you a lot of time.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SBOVIS

Pages: 1 2 3 [4] 5 6 ... 27
46
Technical forum / Re: String file & table manager
« on: June 08, 2007, 04:53:46 PM »
I know that hahahahhahaha I have changed it, it was a joke.............................sorry  >:D

47
Technical forum / Re: String file & table manager
« on: June 08, 2007, 02:00:46 PM »
Thanks but this now reads "Use Item.Caption with ActObj.Caption" hahahahahahha

48
Technical forum / Re: Fatal Error question
« on: June 08, 2007, 01:00:56 PM »
This unrepairable bug issue, will it have any effect on the game when compiled and running?

49
Technical forum / String file & table manager
« on: June 08, 2007, 12:15:36 PM »
Hi,
     I have found an issue reagrding the string table manager and the string file it produces.

The issue is around the code in the game_daemon.script that handles the USE item WITH item mechanic.
The words USE and WITH are given an ID by the table manager but when you run the game using the string file containing these ID`s the ID is shown along with the text USE and WITH.

Example:

 // handle the standard foating caption
  if(Game.Interactive && ActObj!=null)
  {
    if (Game.SelectedItem==null)
    {
      WinCaption.X = Game.MouseX -10;
      WinCaption.Y = Game.MouseY + 40;
      WinCaption.TextAlign = TAL_CENTER;
      WinCaption.Text = ActObj.Caption;

      // keep the caption on screen
      WinCaption.SizeToFit();
      if(WinCaption.X + WinCaption.Width > Game.ScreenWidth) WinCaption.X = Game.ScreenWidth - WinCaption.Width;
      if(WinCaption.Y + WinCaption.Height > Game.ScreenHeight) WinCaption.Y = Game.ScreenHeight - WinCaption.Height;
     }
    // handle the caption when you want to use an object with another
    else {
      var Item = Game.SelectedItem;

      WinCaption.X = 0;
      WinCaption.Y = 0;
      WinCaption.Width = Game.ScreenWidth;
      WinCaption.TextAlign = TAL_CENTER;
      WinCaption.Text = "Use " + Item.Caption + " with " + ActObj.Caption;
    }
   
    if(CAPTIONS)
   {
   WinCaption.Visible = true;
    WinCaption.Focus();
  }
  }
  else WinCaption.Visible = false;



this becomes: -


 // handle the standard foating caption
  if(Game.Interactive && ActObj!=null)
  {
    if (Game.SelectedItem==null)
    {
      WinCaption.X = Game.MouseX -10;
      WinCaption.Y = Game.MouseY + 40;
      WinCaption.TextAlign = TAL_CENTER;
      WinCaption.Text = ActObj.Caption;

      // keep the caption on screen
      WinCaption.SizeToFit();
      if(WinCaption.X + WinCaption.Width > Game.ScreenWidth) WinCaption.X = Game.ScreenWidth - WinCaption.Width;
      if(WinCaption.Y + WinCaption.Height > Game.ScreenHeight) WinCaption.Y = Game.ScreenHeight - WinCaption.Height;
     }
    // handle the caption when you want to use an object with another
    else {
      var Item = Game.SelectedItem;

      WinCaption.X = 0;
      WinCaption.Y = 0;
      WinCaption.Width = Game.ScreenWidth;
      WinCaption.TextAlign = TAL_CENTER;
      WinCaption.Text = "/syseng0101/ Use " + Item.Caption + "/syseng0102/ with " + ActObj.Caption;
    }
   
    if(CAPTIONS)
   {
   WinCaption.Visible = true;
    WinCaption.Focus();
  }
  }
  else WinCaption.Visible = false;


In game, when using an item on an item you get - "/syseng01001/ Use ITEMA /syseng01002/ with ITEMB" appear as the text not "use ITEMA with ITEMB"

How can this be overcome as these words will need to be in the string file for localisation purposes

50
Technical forum / Re: Theora video volume
« on: June 01, 2007, 05:54:21 PM »
Hi is this build stable to use, or beta version??

51
Technical forum / Re: Theora video volume
« on: June 01, 2007, 12:28:38 PM »
Hi,
    I have checked this and theoras volume does not change with this command.

Is there any other way of altering the volume whilst theoras are playing??

52
Technical forum / Re: Reset Game
« on: May 31, 2007, 05:28:33 PM »
ah ok, thanks, so what does this mean when windows with objects are not effected??

I have windows for on sceen objects, will I need to close these down first before reset??

53
Technical forum / Re: Reset Game
« on: May 31, 2007, 05:18:41 PM »
ok Thanks, But if items are left in the inventory and the inventory is a window will this not be effected?? So the game will begin again with items that were in inventory at the time the reset happened??

54
Technical forum / Re: Reset Game
« on: May 31, 2007, 05:05:39 PM »
yes I tried this but it does not reset windows or items that have been deleted.....I think?

Mnemonic can you confirm??

55
Technical forum / Reset Game
« on: May 31, 2007, 04:20:00 PM »
Hi,
    I want to at the end of the game to move the player to a start screen (no problems with this) and also reset all the variables, global and local, reset all items taken or deleted and reset all states regarding rooms visted etc.

Basically reset all to the state the game started in.


Can this be done easily??


Also will game saves still be usable after this reset?



56
Scripts, plugins, utilities, goodies / Re: Flashlight script
« on: May 21, 2007, 01:53:56 PM »
Hi, I am using a 200x200 light and dark graphic, but I am getting problems with the dark area when the pointer gets to the bottom of my 1048x768 screen.

It basically starts to rise up a little then disappears when I move the pointer up, I can email images if needed?

Any ideas??

57
Help wanted and offered / Installer designer needed
« on: May 18, 2007, 01:27:04 PM »
Hi,
     I need someone to create an installer using either INNO SETUP or other software.

The game will be deployed on a single DVD and the installer must auto run and install game files as well as have some user options, like selection of language at time of install etc


I will pay for this installer and scripts when finished.

Deadline date for creation of this Installer is MAY 29TH


Many thanks

58
Scripts, plugins, utilities, goodies / Re: INNOSETUP scripts
« on: May 14, 2007, 05:18:21 PM »
OK at the moment I have the packages setup and PROJECT MANAGER linked to the script.tab in the english package for development/testing purposes.

So I take it by your reply the higher the priority of the package the sequence the data is overriden??

59
Scripts, plugins, utilities, goodies / Re: INNOSETUP scripts
« on: May 14, 2007, 04:01:10 PM »
So let me get this straight in my head, My publisher wants the game in these langauges -

Initially - English

Then: - Russian, German, French, Spanish, Italian



So I would create 6 packages ENG_LANGUAGE, RUS_LANGUAGE etc and put a copy of the string.tab (always the same file name) in these packages.
Each version of string.tab has the text in the reflective langauge to the package.

Then using INNOSETUP at time of install get the player to select the string from the appropriate package? yes??

If so how do I initially compile the project? using English string.tab?? or nothing selected in PRIOJECT MANAGER??


Also how would graphical elements, fonts be loaded?? for example backgrounds that hold english text translated into say......German, or fonts for specfic langauge??



Thanks for this , as I think Localisation is a nightmare!!! hahahahahahahaha


60
Technical forum / Re: Actor.Talk
« on: May 14, 2007, 03:53:48 PM »
Ah!! yes , great!! was trying to do that with the window instead of the Entity..Doh!!! hahahahahahahahaha Thanks

Pages: 1 2 3 [4] 5 6 ... 27

Page created in 0.048 seconds with 20 queries.