 |
Castle Paradox
|
| View previous topic :: View next topic |
| Author |
Message |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Fri Sep 14, 2007 9:06 pm Post subject: |
|
|
| Moogle1 wrote: | | Not if they're OGGs, right? |
orglm... yeah. hmmm... could still be volume, but then it would be the Wav mixer...
puzzling.
The code for the "play song" command is *extremely* simple, and no different than any other place where music plays (map loading, battles) |
|
| Back to top |
|
 |
TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
|
Posted: Sat Sep 15, 2007 9:07 am Post subject: |
|
|
| I'm also not allowed to preview mp3s before importing them. |
|
| Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Sat Sep 15, 2007 12:37 pm Post subject: |
|
|
| TwinHamster wrote: | | I'm also not allowed to preview mp3s before importing them. |
That one is known. Certain types of MP3s cause crashes, and we don't have a reliable way to detect which MP3s are safe to preview, so we had to turn them all off. |
|
| Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Sat Sep 15, 2007 2:37 pm Post subject: |
|
|
| Hey, TwinHamster! Can I see your "play song" command in the context of your script? I cannot reproduce your bug with a simple script, so I am guessing there is some odd interaction with nearby commands. |
|
| Back to top |
|
 |
TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
|
Posted: Sat Sep 15, 2007 3:07 pm Post subject: |
|
|
Hey Spam Man!
| Code: |
script, Enter Mystery, begin
suspend player
stop song
fade screen out (0,0,0)
teleport to map (1,7,17)
wait(3)
fade screen in
set variable (Magni, find hero (1))
walk hero to y (Magni, 14)
wait for hero (Magni)
play sound (25)
wait (30)
create npc (0,7,11,down)
wait(30)
walk npc (0, down, 2)
wait for npc (0)
wait(25)
suspend box advance
show text box (61)
wait (25)
advance text box
show text box (62)
wait (25)
advance text box
show text box (63)
wait (25)
advance text box
wait(5)
resume box advance
wait(15)
fight formation (4)
stop song
set npc direction (0, right)
wait (4)
walk npc (0, up, 3)
wait for npc (0)
destroy npc (0)
set variable (Fawe, find hero (2))
set hero direction (Fawe, up)
show text box (64)
wait for text box
resume catapillar
fade screen out (0,0,0)
wait (3)
fade screen in
resume player
play song (2)
end
script, floor 2 encounters, begin
suspend player
fight formation (random(5,8))
resume player
end |
There are no other scripts running in the background. |
|
| Back to top |
|
 |
Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
|
Posted: Sat Sep 15, 2007 3:22 pm Post subject: |
|
|
Offhand, I'd guess the problem has something to do with stop song... _________________
|
|
| Back to top |
|
 |
TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
|
Posted: Sat Sep 15, 2007 3:38 pm Post subject: |
|
|
| That's what I thought at first, but removing it only allowed the background music to run through the entire script and the wanted song still refused to play. |
|
| Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Sat Sep 15, 2007 3:42 pm Post subject: |
|
|
Hmmm.. I have tested with "stop song", "fade screen out", "fade screen in" and "play sound" and none of them seems to stop "play song" from working.
TwinHamster, would it be possible for you to send me a copy of your game with a SAV game right before this script is triggered?
Also, an unrelated note about your script, you are using "find hero" when you should be using "rank in caterpillar". Your script as written now could move the wrong heroes, depending on how your party is arranged. Always use "rank in caterpillar" for commands that affect the hero walkabouts on the map. Use "find hero" for everything else (such as battle-order-swapping or stat manipulation or picture altering) |
|
| Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Sat Sep 15, 2007 3:44 pm Post subject: |
|
|
| TwinHamster wrote: | | That's what I thought at first, but removing it only allowed the background music to run through the entire script and the wanted song still refused to play. |
Interesting. That means my "volume" theory may be bogus. |
|
| Back to top |
|
 |
TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
|
Posted: Sat Sep 15, 2007 3:57 pm Post subject: |
|
|
Sure thing, I've pmed it to you.
| Quote: | | Also, an unrelated note about your script, you are using "find hero" when you should be using "rank in caterpillar". Your script as written now could move the wrong heroes, depending on how your party is arranged. Always use "rank in caterpillar" for commands that affect the hero walkabouts on the map. Use "find hero" for everything else (such as battle-order-swapping or stat manipulation or picture altering) |
Oh, I'm just assuming that no one would try to mess up the order.
I guess I could do this from now on, thanks! :p |
|
| Back to top |
|
 |
Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
|
Posted: Sun Sep 16, 2007 5:11 am Post subject: |
|
|
I think this is a bug. It's been here before any of these RC releases though.
My game refuses to play a particular sound effect. It works everywhere else so I know it is fine. It perplexed me at first.
| Code: |
script,telephone,begin
play sound (sfx:Telephone,true,false)
show text box (111)
wait for text box
stop sound (sfx:Telephone)
end |
It would NOT play the sound!
So I tried removing the stop sound command, and then it played (but looped forever obviously). I had to find another solution. I tested it by adding an extra 'show text box + wait for text box'. 111 leads to 112 (linked in custom as opposed to plotscript). For some reason it showed 112 first instead of 111! So I tried adding a wait for text box after play sound.
| Code: |
script,telephone,begin
play sound (sfx:Telephone,true,false)
wait for text box
show text box (111)
wait for text box
stop sound (sfx:Telephone)
end
|
Now it works fine. The thing is, the original script worked fine before, but suddenly stopped doing so. I don't know which nightly it was because it was months ago, but it seems awful strange to me how this is working, don't you thnk? _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
 |
|
| Back to top |
|
 |
Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
|
Posted: Sun Sep 16, 2007 5:36 am Post subject: |
|
|
Hold the phone (NPI), you have an extra wait for text box in there now.
(Edit) Oh, now I see. Hey, maybe the text box code and the soundcode are overlapping? _________________ A broken clock is still right twice a day. |
|
| Back to top |
|
 |
Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
|
Posted: Sun Sep 16, 2007 5:39 am Post subject: |
|
|
I know, that's what I have to have in order for the script to work properly and for the sound to play! I don't know why either.
Edit: Ha ha, just posted this as you edited your post! That could be the case, but it's very bizarre. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
 |
|
| Back to top |
|
 |
Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
|
Posted: Sun Sep 16, 2007 1:14 pm Post subject: |
|
|
| RC11 is up! Twinhamster, this solves your problem. Onlyoneinall, if this does not fix your problem, could you send me a test-case? |
|
| Back to top |
|
 |
TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
|
Posted: Sun Sep 16, 2007 1:24 pm Post subject: |
|
|
| James Paige wrote: | | RC11 is up! Twinhamster, this solves your problem. Onlyoneinall, if this does not fix your problem, could you send me a test-case? |
Yay! But I'd like to point out another problem :3
I got this by stepping on a harm tile. |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|