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Messages - bx83

#41
I'm having trouble with line 3:

Code: ags

int calculateDefaultTextWidth(Character* c)
{
  int w = System.ViewportWidth * 2/3;
  if(c.x - GetViewportX() <= System.ViewportWidth/4 || c.x - GetViewportX() >= System.ViewportWidth * 3/4)
    w -= System.ViewportWidth/5;
  return w;
}


error is: SpeechBubble_0.8.0.asc(1059): Error (line 1059): '.ViewportWidth' is not a public member of 'System'.

This is with AGS 3.5.0b5
Making a new version for this AGS?
#42
Site & Forum Reports / Re: Bug reports
Fri 14/12/2018 22:45:12
I don't know if anyone else has experienced this problem with the site, but I copy+paste text - from an actual text document or filename - it comes out incredibly tiny. If I insert it into a link, it refuses to be part of the link. Somehow [ size ] tags are getting in there, but I can't edit them, and I have no idea how to get rid of them or why they're coming across from eg. part of a link in Notepad, the browser address bar, etc.


example:
http://redrom.ltd/img/animation_J+DB.zip
#43
That's the one, thankyou :D
#44
My Inventory window icons dissappear when the character is talking, even if it's just .Say
Is this an AGS thing or a TotalLipSync thing?
#45
My code works, but perhaps not in all situations.
All good, I'm happy with it so far, take your time :)
#46
Too late, I wrote some shitty poorly tested code! :P

This is the same code as SayBubble, but with one parameter change (from true to false) on line 10:
Code: ags

void ThinkBubble(this Character*, String message, GUI* bubbleGui)
{
  if(message == null) return;
  if(!game.bgspeech_stay_on_display)
    _stopAllBackgroundBubbles();
  if((Speech.VoiceMode == eSpeechVoiceOnly && hasVoiceClip(message)) || message == "...")
    this.SB_sayImpl(message);
  else
  {
    DynamicSprite* bubbleSprite = this.renderBubble32(message, false);  //<--- SETTING THIS TO FALSE WAS ALL I HAD TO DO
    // Position bubble over character head
    int x = this.x - GetViewportX() - bubbleSprite.Width/2;
    x = _clampInt(x, 0, System.ViewportWidth - bubbleSprite.Width);
    int y = this.y - GetViewportY() - bubbleSprite.Height - this.GetHeight() - (_heightOverHead - _talkTailHeight + 1);
    y = _clampInt(y, 0, System.ViewportHeight - bubbleSprite.Height);

    this.realSayAtBubble(x, y, message, bubbleGui, bubbleSprite);
  }	
}
#47
Snarky, can you give us an ETA on 'ThinkBubble' function?
I would guess you just run speechbubble, but with 1 parameter change: to display the 3 bubbles going to the rounded corner box, instead of the angled-line going from the round corner box.
#48
Hi Snarky,

The speech animation delay seems to be too slow for TotalLipSync - no matter what I set a characters to (1, 5, -25, 30), it doesn't make a difference.
What Speech Animation Delay does TLS use?
ATM I'm using 120fps ('GameSpeed'), so I can use a AnimationDelay=1, and not -7 as it was before (on 40fps). I was told using negatives for AnimationSpeed, WalkSpeed, etc. was bad and 'unknowns'.

Code: ags

cJulius.ChangeView(1);		//julius
cJulius.SpeechView=2;		//julius speech
cJulius.AnimationSpeed=1;	//normal animation speed
cJulius.SetWalkSpeed(7, 6);	//normal walk speed


...though I still use some negatives - for an old man:
Code: ags

cJulius.AnimationSpeed=0;		//old animation speed
cJulius.SetWalkSpeed(1, 1);	//old walk speed


No negatives have caused problems, but still.
I have 30frames walking for all characters.

So aaaaaanyway, how does TLS do it's timing?
How does Rhubarb do it's timing,
considering it's file is in tenths of a second:

Code: ags

0.00	A
0.50	F
0.83	C
0.90	G
0.97	A
1.05	B
1.53	A
1.61	C
1.80	B
1.87	X
2.38	X
#49
Ah, okay.
#50
Exactly how does the EXE reference it's own install dir? Should I make it '/sync/' or 'C:/moci/Compile/Windows/sync' or...?
It seems the directory where the TSV files are stored is hard-coded in, so it will only work if the game is in '/programme files (x86)/moci/sync', and nothing else -- which makes it hard for testing.
#51
But if the game searches for sync/ and not Windows/sync/ ?...
Oh well I'll change it.
#52
I am curious - haven't yet tried a comipiled game...
If my sync/ folder is Compiled/; but my actual game is in Compiled/Windows/ - does this mean I include the sync directory in Windows/ too? Is the sync/ files just compiled into the game EXE?
#53
False alarm, it was to do with the number of frames in the speech view (I added 9, but whatever, it's 10 frames... but 9 frame descriptors XAB..GH. So who knows). Should have checked all, sorry :(
#54
I have a strange problem.

I'm using a different movement view, and speech view, for my character. Before this, no bug; now, the compiler will randomly choose a point and then crash with a runtime error:



But then, if I toggle breakpoints in the file in one of the sections leading to the error (line 649), I can do the same thing, but no crash:




This would appear to be a timing issue, as I've checked everything else; all frames and movement and speech are the same as the original character, nothing is missing. No idea how the module works though; it appears to crashing on speechstyle=lucasarts...?

Ps. my game is lucasarts/rhubarb.

Please help.
#55
May I suggest changing
#define TLS_PHONEMES_LINE_MAX 50
To
#define TLS_PHONEMES_LINE_MAX 5000

This had me running out of space in a 13 second audio file.
#56
Excellent, thankyou for all you've done :D
#57
Okay I've converted all files to TSV etc
One last question: where do I put the TSV files?
My game files are in K:\
The speech (as .OGG files) is in K:\gamename\Speech\
The WAV files for speech is in K:\gamename\Speech\WAV (I use .OGG files)

Do I put the TSV's in the Speech dir?...

I notice '$INSTALLDIR$/sync' - is this "C:\Program Files (x86)\Adventure Game Studio 3.4.0\sync" or "my installed game\sync" dir, or "my currently un-installed un-compiled game directory\sync", or...?
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