Ashley's Forum Posts

  • It's not sound related. It means your graphics card has run out of memory. I'm guessing you've got a low-end 32mb or 64mb model if it runs out with 22mb usage. If it can't cope, make sure you're not creating too many canvas objects, reduce the window size of the game, or just buy a decent graphics card

  • You don't need to use activation or deactivation. Groups can be placed as a subevent to another event, so if the group is a subevent to an 'every X milliseconds' event, it will run the events contained within every X milliseconds.

  • It never shows up for me except the first time I log in from a particular computer, and I'm not sure how to configure it either...

  • error checking++

  • You can't - Windows should use the highest refresh rate that monitor supports at that resolution, or at least the desktop refresh rate. I think a lot of monitors only support high refresh rates at their intended resolutions, so it physically can't display that resolution at 85 Hz - so you might be stuck at 60 Hz for 640x480.

  • That paragraph sounds more like a bug report (not all groups enable/disable) than a feature request. Is it on the tracker?

  • Does this happen in the latest testing build, 0.99.3?

  • The correct pointer syntax is CRunObject*, by the way

    First, any action or condition that does any picking at all must specify the SOL_MODIFIER flag (otherwise behavior is undefined, and the app will probably crash). If the pointer is called 'object' and the pointer to its type (CRunObjType*) is called 'type', then the following does:

    pRuntime->SelectAll(type);
    // 'type' is now put in to 'all selected' mode, as if it hasn't yet been referenced by any conditions - eg. in an Always event[/code:34maw5si]
    
    [code:34maw5si]pRuntime->SelectAll(type);
    pRuntime->Select(object);
    // 'object' is now the only object picked[/code:34maw5si]
    
    [code:34maw5si]pRuntime->Select(object);
    // Without a preceeding 'selectall', this adds 'object' to the currently picked objects
    // It *must not* already be picked - if you're not sure call IsSelected() first to check[/code:34maw5si]
    
    [code:34maw5si]pRuntime->SelectAll(type);
    pRuntime->Select(object1);
    pRuntime->Select(object2);
    pRuntime->Select(object3);
    // The three objects 'object1', 'object2' and 'object3' are now selected
    // Note you cannot call Select() on the same object twice - if you think
    // any of those pointers might point to the same object, you must check it
    // isn't selected first via pRuntime->IsSelected(object)[/code:34maw5si]
    
    The code for running actions, subevents, suppressing elses etc is purely for looping conditions like for-each and repeat - they're a bit more complicated, but for other conditions, you don't need to worry about those functions at all.
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  • Yeah, please don't bump old threads

  • Don't Containers already do this?

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  • The overhead of the event engine is high, so the algorithmic benefits of various containers would probably be much less noticable.

  • Hmm... I think SourceForge are doing some maintenance on their Hosted Apps platform, it should be back soon...

  • I didn't realise it had gone! I think Rich should look into that, since he re-did the project bar in 0.9.

  • I think the best way to get a white silhouette of the object is to set a black filter then use the Inverse shader.