> > 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. ;)



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