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Ubersetzung draweth near!
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Sep 14, 2007 9:06 pm    Post subject: Reply with quote

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)
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sat Sep 15, 2007 9:07 am    Post subject: Reply with quote

I'm also not allowed to preview mp3s before importing them.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sat Sep 15, 2007 12:37 pm    Post subject: Reply with quote

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.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sat Sep 15, 2007 2:37 pm    Post subject: Reply with quote

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.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sat Sep 15, 2007 3:07 pm    Post subject: Reply with quote

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.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
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Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Sat Sep 15, 2007 3:22 pm    Post subject: Reply with quote

Offhand, I'd guess the problem has something to do with stop song...
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sat Sep 15, 2007 3:38 pm    Post subject: Reply with quote

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.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sat Sep 15, 2007 3:42 pm    Post subject: Reply with quote

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)
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sat Sep 15, 2007 3:44 pm    Post subject: Reply with quote

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.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sat Sep 15, 2007 3:57 pm    Post subject: Reply with quote

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
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Sun Sep 16, 2007 5:11 am    Post subject: Reply with quote

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?
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Raekuul
Delicious!




Joined: 31 Mar 2004
Posts: 641
Location: Nowhere

PostPosted: Sun Sep 16, 2007 5:36 am    Post subject: Reply with quote

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?
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Sun Sep 16, 2007 5:39 am    Post subject: Reply with quote

I know, that's what I have to have in order for the script to work properly and for the sound to play! Neutral 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.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Sep 16, 2007 1:14 pm    Post subject: Reply with quote

RC11 is up! Twinhamster, this solves your problem. Onlyoneinall, if this does not fix your problem, could you send me a test-case?
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sun Sep 16, 2007 1:24 pm    Post subject: Reply with quote

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.
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