Re: lingo-l (OT) Mac: move up a folder
You want to do that in Lingo? I didn´t think it mattered what you write nowadays. It works in authoring mode on Dir MX on the mac for me whatever I use. To avoid potential problems, I always use ../ in Director for both platforms. It works without problems IME. The @, the applicationPath, the moviePath and all that is another story. Hi All, Given that ..\ will navigate up one directory from the current one on Windows, what is the Mac equivalent? Is it as simple as ..:? And is it the same for = OS9 and OSX? Cheers, -Sean [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l (OT) Mac: move up a folder
Perhaps I should add that in OS X and navigating with Terminal, it is ../. In OS9 and for example programming in AppleScript it must have been ..: You want to do that in Lingo? I didn´t think it mattered what you write nowadays. It works in authoring mode on Dir MX on the mac for me whatever I use. To avoid potential problems, I always use ../ in Director for both platforms. It works without problems IME. The @, the applicationPath, the moviePath and all that is another story. Hi All, Given that ..\ will navigate up one directory from the current one on Windows, what is the Mac equivalent? Is it as simple as ..:? And is it the same for = OS9 and OSX? Cheers, -Sean [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l Hybrid DVD
But aren't DVD-R data discs burned in a different format that CD-ROM data disc's? They could be, but I'd try it anyway. The docs for hdiutil imply that it may be possible. Yep. Something like hdiutil convert myimage.dmg -UDTO -o myDVD I guess. Seems like hdiutil would figure out the right extensions itself too. Snip from http://developer.apple.com/documentation/Darwin/Reference/ManPages/html/hdiutil.1.html: onvert image -format format -o outfile convert image to type format and write the result to outfile. As mentioned above, the correct filename extension will be added only if it isn't part of the provided name. Format is one of: UDRW - UDIF read/write image UDRO - UDIF read-only image UDCO - UDIF ADC-compressed image UDZO - UDIF zlib-compressed image UFBI - UDIF entire image with MD5 checksum UDRo - UDIF read-only (obsolete format) UDCo - UDIF compressed (obsolete format) UDTO - DVD/CD-R master for export UDxx - UDIF stub image UDSP - SPARSE (growable with content) RdWr - NDIF read/write image (deprecated) Rdxx - NDIF read-only image (Disk Copy 6.3.3 format) ROCo - NDIF compressed image (deprecated) Rken - NDIF compressed (obsolete format) DC42 - Disk Copy 4.2 image [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l blinking QTVR
Hey Mats: hehe, how stupid am I for not trying the QTVR on a blank movie? Welcome to my reality. I just uncovered a really stupid programming mistake where I had done something like this: formatedHeading=translateBoy(origText) formatedText=translateBoy(origHeading) and I couldn´t understand why suddenly all the headings and texts had swapped places in the movie... It DOES blink, even in a blank movie... :// the codec used is: CINEPAK (it is an old QTVR) can someone advice me a 'good' codec to use these days with standard QT6 install?? PS: it does blink even on Quicktime player 6 aha, comes as little of a surprise to me that it blinks even in QT6. Cinepak is not very good for QTVR. It isn´t very good for anything nowadays, actually. I would try the Photo JPEG codec first. That has good image quality and OK panning-performance, and is what I use when making QTVR:s. Sorry if the following makes you want to cry, but you will probably have to re-shoot the panorama (or re-stitch it if you have access to the original still images) to get good results. I wouldn´t think any codec could make a bad Cinepak encoding look very much better. It may perform better when panning though [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l blinking QTVR
Sorry, I came in late and repeated some of Mathews advice. To rule out your other scripts as being a problem, why not simply try the QTVR out in an empty movie with only a go the frame - script? If you still have blinking with DTS on, look up the QTVR codec in QT Pro. Maybe something else is fighting with the QT to be Direct To Stage. Do you have any other sprites that could be DTS in addition to the DTS one? ~Mathew I didn't understand what you asking me, but: - all the other sprites are BITMAPS - there is a lot of prepareframe handlers on other sprites - some of the other sprites are generated thorougt imagin lingo this is the one things that I know that can be causing the problem... Luiz [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l blinking QTVR
I have a QTVR sprite that doesn't quit blinking (its visibility) when its being used by the user (tilted, zoomed, pan, etc/...) it doesn't happen when it is NOT set as a direct to stage sprite.. what could my movie be doing that causes that strange behavior??? Not much, in my experience. But the non-direct-to-stage stability is strange. 1. What scripts are active on the frame you are looping on? 2. Is there any Flash sprite on the same frame as the QTVR? In that case, are they overlapping one another? If so you will get blinking unless you turn off direct to stage for one of the sprite members. No two objects with direct to stage activated can overlap each other on stage - not two QTVRs or two Flashes either. 3. What codec are you using for the QTVR? Photo JPEG is a good QTVR codec (although there may be better ones), Sorenson is not very good for QTVR. Luiz [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l dynamic text fields, how-to...
Hi again. The text member creation is now implemented into the movie, and it wasn´t that much of a pain actually. Did you know the member number of the first cast member in castlib 2 is 131073? Just try out this in the message window (if you have two casts in your movie) put member(member 1 of castlib 2).number Hehe... I am bringing this thread up again because I would like to reply to a couple of side comments on the subject from Daniel Nelson and Tony Bray. I did find them interesting, I just couldn´t find the time to answer them right away. Sorry about that. Charlie Fiskeaux, Sean Wilson and Carl West have other interesting side comments which I would like to reply to also - in the next email. Diego Landro wrote: Isn´t it annoying when you find out that something is not working corretly just when you are deep inside coding and have done most of it, and it is just (at least in this case) from some malicious glitch in Director. Daniel Nelson replied: This is not a glitch. It is very beneficial to be able to access and control the text of a field or text member without knowing what sprite it is in. If each sprite used the same member, you'd have to hard code sprite references to gain access over those text members, which would be miserable software development practice. Mats Leidö wrote: U bet it is - it really would be nice to use text in a field/text sprite as a property variable for the sprite. But, when in Rome... Daniel Nelson replied: Again, I disagree. How would you find that sprite without hard coding its sprite number? If the handler that changes the text is in a behaviour attached to the sprite that wouldn´t be a problem, right? You would be able to refer to the sprite by using the spritenum property or sprite(me.spritenum). Then the default text could also be typed in a getPropertyDescriptionList dialog box field. If communicating with the sprite from outside the sprite number could instead be added to a global sprite reference list variable or just a simple global variable. If we are still imagining the scenario of dynamically created sprites, you would almost always need to keep track of those dynamic sprites with a linear list or a property list anyway, perhaps residing in a sprite creator object, to be able to reference them in an easy way. So I don´t quite see how this would be a problem? To me it would only be good news. Tony Bray wrote: This is exactly the same for text, shapes, bitmaps, etc. ... The written text is the contents of the text cast member, just as the red ball is the contents of the bitmap cast member. ... A sprite is an instance of a cast member. Alter the cast member and all instances will change to reflect that alteration. You are absolutely right about the text being a member property, and that changing a member property always changes all instances of that member on stage. However, there actually are several sprite properties that change the appearance of a sprite. Some examples are: color, forecolor/bgcolor, ink and blend, quad, rotation and skew for bitmaps. I imagine it would be possible for Macromedia to implement a dynamic text cast member type where the displayed text is a property variable of the sprite, not just a member property - maybe the field members could sport a sprite.text property in the next version of Director? I for one would like that. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l dynamic text fields, how-to...
Thanks for the contributions, Charlie and Sean! Charlie Fiskeaux II wrote: Members can be deleted dynamically during runtime, with member(x).erase(). As another point, you can specify the member to be used when you create a new member, if you use new(#text, member(1, 3)) where 1 is the membernum and 3 is the castlibnum (you can use a castlib name, too); then you'll know which member number it is and in which cast it is. I wondered if that was possible. Thanks, great info! Another approach is to use a #flash member to display text. You can use a flash member with a text field in it and change its text and it won't affect the member. So you can use the same flash member for many sprites to display different text on the same frame. However, there are potential performance hits using lots of flash sprites on the same frame. See, there we have it! The dynamic flash text member. I will not be using flash text in this movie because we will sometimes have lots of text sprites on stage, but nevertheless it is an interesting alternative. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
lingo-l dynamic text fields, how-to...
I would like to create and position text sprites on stage with the puppetsprite command and print different values in the all the text sprites. Creating sprites dynamically, positioning them and assigning a text cast member to them is working fine. But putting different strings in the sprites doesn´t work for me, since we have to use the member(thismember).text command for that, and the same member is linked to all of the text sprites. That would mean if we change the text of the text member through one sprite, all the other text sprites will update, right? I don´t want that. Is there any other way of making it work besides creating multiple text cast members and assigning each sprite its own cast member? I am open to suggestions - I´m not even sure how I would go about creating text members on-the-fly. Thankful for any input /MoL P.S. long time no write for me - I have been kinda inactive here the last two years or so because of work-related issues. Many of the names I remember from 1999-2001 are still on the list though, it seems, which is reassuring. Hi to anyone that remembers me... D.S. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
RE: lingo-l dynamic text fields, how-to...
If you create an instance of the text (i.e. sprite) and you change that instance, you will change the original member of the cast, no matter what. That´s why you´re having this problem. Exactly. Annoying, in a way. On the other hand, having three color properties, each one with a different color description format, for every sprite is also a nuisance. At least until one figures out how they work. I learnt today that the forecolor property updates as you change the color property - only, the color can be an rgb value, and the forecolor is a color number (not a paletteIndex, as the bgcolor is. Oh my god. Then, when you change the color property it won´t change the actual color of a bitmap cast member, only add to it. Thus, you can´t make a yellow bitmap black by changing its color property w Lingo... But a black one can become yellow... It´s fun though, every day something new. The only solution is the one Daniel talked about. Sorry, but it seems youll have to rewrite quite a lot of code. Probably - although this time I hope to be able to sidestep somewhat... If I find any solution of interest, I´ll post it here. Isn´t it annoying when you find out that something is not working corretly just when you are deep inside coding and have done most of it, and it is just (at least in this case) from some malicious glitch in Director. U bet it is - it really would be nice to use text in a field/text sprite as a property variable for the sprite. But, when in Rome... Yours tubily /MoL [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l dynamic text fields, how-to...
Thank you, Daniel and Carl! Maybe it isn´t all that bad creating the members. Or maybe I am better off using bitmap images and positioning them on stage... naaahh. I think I´ll try creating members inside a repeat loop. By the by, creating members dynamically will take some little time, won´t it? Meaning it would be an assymetrical thingie, a bit like downLoadNetThing and the like? Of course, it will probably be faster than a file download, but it won´t be instant, right? Would that mean I will need to let the playback head move and check every exitFrame or so, or maybe check it with a timeout object? Daniel wrote: new(#field, castLib(castlib name)) new(#text, castLib(castlib name)) Carl wrote: This works for me in 8.5 Mac: bar = new(#text) put bar -- (member 2 of castLib 1) bar.name = Membername bar.text = Some Content bar.font = Arial bar.fontsize = 40 [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l dynamic text fields, how-to...
I don't believe it's asymmetric. I'm pretty sure it happens as fast as you can tell it to. The code I gave you makes 100 members per second on my G3 Just creating them it's more like 500 per second. yeah, well I was thinking of also putting them on stage, using puppetsprite and assigning each sprite its own member. This is were I was worried of upsetting Director. So I tried it with the script below, triggered by a simple button. It was fast enough, I think. Between 900-1300 milliseconds for creating 100 members and positioning them on stage. I am on OS X and trying this out in the browser (as a .dcr file). And no protesting from Director when puppeting sprites right after creating the text members. This will do nicely, methinks. And methanks! --- on createManyTextMembers stopwatch_start=the milliseconds repeat with i= 2 to 101 newmem=new(#text, castLib(2)) newmem.text=string(i-1) newmem.fontSize=9 --create sprites from 11 and upwards puppetSprite i+10, 1 sprite(i+10).member=member(newmem.member.number) --never mind the loc, it looks ugly, I just want Director to draw to the stage. sprite(i+10).loc=point(i*10, 10) end repeat --compare forcing Dir to redraw the stage before putting the alert up and --stopping the timer, and not doing that - by commenting out the updatestage command. updatestage stopwatch_stop=the milliseconds alert total time: stopwatch_stop-stopwatch_start milliseconds RETURN \ started at stopwatch_start RETURN \ stopped at stopwatch_stop end -- [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l how many sound levels in MX?
Yep, this is a bit strange. For your convenience and mine, I have uploaded a simple example movie with a volume slider with which you can change the soundlevel from within Shockwave/Director. It also reacts to a change of the system sound level. There is a text member on stage too, for printing out the soundLevel value that Director reads. http://www.digitalakuten.com/kul/soundlevel/volume_slider_orig.html I would not say this is a particularly good slider, but at least it works for me - hopefully for you too. I gave the slider the unusual range of 0 - 15... Feel free to try it out and to download the director movie if you want to see for yourself that there is no deception in the lingo code... Just a bit of quirky undocumented programming au Mats. If the Quicktime 'audio overdrive' has been there for such a long time, why would it affect Director now when it hasn´t done so before? Or has it? At 8:23 PM +0200 3/31/03, you wrote: ... Very weird, but it rings little bells in my head about QuickTime which can 'overdrive' audio to a little more than 200% of original volume. I believe it's up to 300% - there are two lines indicating where 100% 200% are. (You can access this feature in the standard controller by shift clicking on the volume control - alas this is broken 'on stage', but it works in Director's QuickTime window or in a web browser). Maybe MX is hooking up with OSX's standard audio features and getting stuck somewhere. certainly sounds odd In the old days, it was the Mac sound manager, which did not offer 'overdrive', now it's QuickTime. Coincidence? What old days are you speaking about? - the volume overdrive feature has been in QT since version 1.5 at least ('94). And QuickTime's sound engine has ='d the Mac Sound Manager since then the QT controller just adds a bonus feature (except when a QT sprite = 'shows controller') hth -Buzz [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
lingo-l how many sound levels in MX?
After trying a couple of sound commands in Director MX in OS X I stumbled on something strange. If I have my system sound level cranked up to the max, Director reports the soundLevel=15 instead of 7, as I thought it would be. (I tried it in the message window and inside an exitFrame-script on a text member on stage - same result). If I try to set the soundLevel to 15, in the message window with a simple set the soundLevel=15 command, and then check the soundLevel, Director has set it to 7. That seems to be the usual Dir behaviour, supposing that 7 is still the maximum sound level. Looking at the system sound level it has now gone down a bit from the max level, to about 3/4:s of maximum. If I then move the system volume slider again up to the max and check Directors´soundLevel it is back up on 15. I am using OS X 10.2.4 and Director MX. Anyone else have this problem? Vhat is happening here? [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l Changing resolution
- Generally, how do Mac users feel about a game resetting their resolution? I know I'd blow my stack if a word processor did it, but I think games are expected to behave differently. In my humble experience, Mac users will mind very little if a game changes their resolution - no matter whether it is UT or Tetris - and also if your game zooms/scales to fill the entire screen. As long as it´s a fun game anyway... Many semi-large games on the Mac do the scaling thing in fullscreen mode - have a look at for example Wingnut or Deimos Rising. Sometimes there is a menu command for playing in a window, like in Caesar III, which would scale the stage back to 100% (normal) size, or for changing stage size afterwards. ((If you were to change the desktop size, which you apparently don´t intend to do, on the Mac there would mostly be some kind of message or dialog box before the game fills the screen, sometimes with a popup list choice of resolutions/color depths (eg. Wingnut), sometimes with an exit/quit button if they don´t want to change resolution for some reason. This is a scheme you might adapt for your stage scaling also)) [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
lingo-l a horisontal kind of scrolling
Hi, everyone, I am trying to mimick the phonebook and text scroll behaviour of a cell phone. It´s fun! I am at a loss solving this one, though: If for example the name and the number is too long for one line (and it almost always will be) my cellular (an Ericsson) won´t just make a line break like every computer you could imagine. Instead it shows as many characters as fits in one line, then waits, then shows the rest (I think they call this behaviour panning or toddle, if that makes things clearer) or as many of the rest that fit. This behaviour is what I want to mimick in Director. I am using a common field member, not a scrolling field but one with fixed size and no wrap. The text string is generated from a property list phonebook which looks like [#index:[#name:Guys Name, #pnumber:]] **Is there any way for Lingo to see what characters aren´t visible, that is, those who are clipped by the fixed size field? Or to see only those that are visible? **If it is so, is there a way of panning them, that is, scrolling the text horisontally? Making the vertical scroll isn´t that hard (scrollTop a.s.o), it´s the horisontal one that bugs me. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l visible invisible
or perhaps on mouseDown sprite(1).visible=not(sprite(1).visible) end tisdagen den 12 mars 2002 kl 14.32 skrev Sam Bennett: on mouseDown if sprite(1).visible = TRUE then sprite(1).visible = FALSE else sprite(1).visible = TRUE end if end mouseDown -Original Message- From: mark verhoef [EMAIL PROTECTED] To: [EMAIL PROTECTED] [EMAIL PROTECTED] Date: Tuesday, March 12, 2002 9:19 AM Subject: lingo-l visible invisible Hello, the question:I got 1 button and I got A object on stage. If you klik the button once,then the object should be invisible. on mouseDown sprite(1).visible = false end BUT when you klik again on the same button it should be visible again. How do I do that. _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]