> > You can check with getObjectState in the OfficeRoom entry script, and > > call setRoomRGBIntensity accordingly. > > I tried that, but the entry script of the OfficeRoom doesn't seem to get > called when coming back from the secret room. It is possibly not that > trivial.
There are a lot of conditional branches in the entry script, only a small block gets called every time. I committed the suggested changes, they seem to work. > I have not fully understood the box editor yet. Maybe I'll try it again. It's been a while since I used the ScummC box editor. There's a short manual section in the README: https://dotsec.net/cgi-bin/viewcvs.cgi/scummc/trunk/README?rev=220&view=markup Basically, you can separately load an image and a box file, then create and manipulate boxes for it. The boxes have to connect at 2 corner points, you can select these with left click, deselect with right click. All selected points can be dragged at the same time. For dynamic boxes, give a name to a certain box, and then use setBoxFlags on it, as specified in the reference: http://alban.dotsec.net/23.html#A40 > I have overlooked the setActorTalkPos() calls in actors.scc. If they get > removed it works perfectly, since with centered text there is no need > for them. I have attached a small patch, it also fixes some grammar and > interpunctuation. That's interesting, we might want to put that into the Scumm function docs. Thanks for the patch, it looks good. I'll wait and let the others comment before I commit it. For the future, you might be asked to avoid mixing logical changes with punctuation changes. The original game was completely lacking punctuation anyway. ;) -- http://www.fastmail.fm - Send your email first class _______________________________________________ ScummC-general mailing list [email protected] https://mail.gna.org/listinfo/scummc-general
