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fingers crossed

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Everything posted by fingers crossed

  1. Frosty the snowman The nightmare before Christmas
  2. Does he have legs? Wishing you a reprieve from the winter's wrath....
  3. We'll go with A. What a great looking coin, love the whole concept! Fingers Crossed...
  4. Woot - it's been a while on a cointest, but here's a go for us! Juan Pablo Montoya Dale Earnhardt Jr. Jeff Gordon Have fun!
  5. Well this was an enlightening thread....I was horrified by what I read here, so thought I would check a few coins that I acquired in the last few months. To my horror, out of 7 coins, 2 are owned and activated. I feel absolutely sick to my stomach. One was a trade at MWGB 09 and one was a gift from a dear friend who bought the coin off e-place. I will make it right, but boy this stinks. edited to fix a unintentional promoting oops
  6. The reason I moved away from the zones was performance. To move the zones to the player (as you mentioned) it had to be active, so I tried activating, moving and deactivating all the zones up front. This caused a massive delay on start which is why I switched. One thing I didn't consider doing is activating and moving each zone as I hit it. (Don't know why I didn't try it) I knew that zone 'visible' and 'inactive' were different, but with items, there is no 'inactive' option. For the fun of it, I'll switch back to the zone one and try it one at a time (lucklily I have 2,522 copies of the code ) Thanks for the info.
  7. Erm... three guesses! I'll try it out with Firefox just for the heck of it. *Edit, OK waaaaaaay faster! Ta. (I uploaded the updated code into earwigo too) *Edit 2. it didn't load into earwigo properly, all the code went under 'startup'. I'll a new thread on that at the appropiate group.
  8. No problem, I did use Earwigo, but the sheer size of the objects meant a lengthy delay in load time. I saw it as my issue not yours. Since then I did switch to items to lessen the load. There is only 1 object and no zones active at one time, which is my I wonder if I'm just hitting a limit. Items can't be set to inactive, I figure being not visible is about the same. Thanks for the feedback though.
  9. These are custom 'item' commands, and I've played quite a few cartridges where they have commands. The author scripts functions aren't used in the code (anymore), so it's not that either. Strangely, like I mentioned, the first bunch of rooms run just fine. Unless it's X number of custom commands!?
  10. Paranoia1_22c.zip This project is incomplete. Hi folks, I'm going to post here an incomplete project I was working on. No media is needed, and it WILL run as is. The code will run, you just can't play it all the way through. This was a coding practise for me since I had published a Wherigo. I knew it was likely to be too large, and I suspect my issues have arisen based upon that. This is basically a conversion of a AGT text adventure game. I hunted for a smaller adventure to test on, and selected this one. This is along the lines of a 'choose your own adventure'. At each step you pick your destiny, and the game continues. Originally I coded it as zones, but the zones got a bit slow as I had to activate them to make it a playanywhere. SO, I recoded it, and made all the locations characters, and then items. I could then bring the item to me when I needed it, and move it away when I didn't. There are 57 'rooms' in the adventure, and in the emulator it all works OK. In the Oregon however, it works until I get to Room11, and then the Oregon doesn't switch the room. I checked the code, and can't see any differences. I switched room11 for another room (3), and it still gets stuck. I always intended to share the source code, as I thought it may help other coders if they can see it. Don't yell at me too much, since I'm not finishing it I haven't tidied it all up. The code is fully editable in GWB, however for those using Earwigo, it causes quite a delay. All the rooms have been loaded, the descriptions need editing for a small window. All flags and variables are created, and the actions for rooms 1-30 have been written. Being an Oregon owner, I really wanted to be able to play it there. Hence the halting of the coding. The original source code was downloaded from here and used as a base to convert. http://www.ibiblio.org/pub/docs/interactiv...gt/paranoia.zip If you can help and figure out why it will only get so far on the Oregon I'll finish it, but I suspect I'm hitting limits. (The code is 83k) Regardless, hopefully some folks will learn from it and maybe prompt some alternate style cartridges. Many thanks. Graham. Fingers Crossed.
  11. That was interesting OK, so the first thing I did was activate 10 zones, move them, deactivate them then go on to the next 10. (There are 60 zones). It did work, but it was super slow as I half suspected. So, I changed it to a zone state change. Once I make the zone active, it recalcs the points at that time. It seems to work, and it only needs to do one at a time since I"m only using one zone at a time. The key to all this as RangerFox pointed out, is that a zone must be active in order to to move it. Many thanks.
  12. Aha, didn't know it had to be active, I'll give that a whirl and see what happens. I'll post back the results. Thanks.
  13. Hi folks, I have a cartridge I am partially through and I am trying to make it a play anywhere cartridge. After trolling the forums and the cartridges that have the source available (I appreciate those people who make it available, it's a useful tool) and have coded the point resets. I used the code from 'A vegas riddle'. In playing in the emulator (and occasionally on the Oregon) it doesn't seem to reset the points and move the zones. Here's the general excerpt from the zone functions. I do get the 'Zone points done' message, so the timer is working. Basically (as long as you have a signal), the idea is that you can sit in your easy chair and play this one. I also included some of a zone at the bottom in case it helps. All the zones currently have the same coords set up as their respective zone. Any ideas? Thanks. (PS: Only one zone is visible and active at a time in case you were concerned ) function ztimerFirstFiveSeconds:OnTick() -- #GroupDescription=MoveTheZones -- -- #Comment=MoveTheZones Comment -- local dist = Wherigo.Distance(100, 'ft') local newZp = Wherigo.TranslatePoint(Player.ObjectLocation, dist, 0) -- new center point for the new zone zonezon02Room.Points = GetZonePoints(newZp, 10) zonezon03Room.Points = GetZonePoints(newZp, 10) zonezon04Room.Points = GetZonePoints(newZp, 10) --- Snip-----8<-----8<-----8<-----8<-----8<-----8<-----8<----- zonezon55Room.Points = GetZonePoints(newZp, 10) zonezon56Room.Points = GetZonePoints(newZp, 10) zonezon57Room.Points = GetZonePoints(newZp, 10) zonezon58Room.Points = GetZonePoints(newZp, 10) Wherigo.MessageBox{Text=[[zone points done.]],} end function GetZonePoints(refPt, radius) local dist = Wherigo.Distance(radius, 'ft') local pts = { Wherigo.TranslatePoint(refPt, dist, 22.5), Wherigo.TranslatePoint(refPt, dist, 67.5), Wherigo.TranslatePoint(refPt, dist, 112.5), Wherigo.TranslatePoint(refPt, dist, 157.5), Wherigo.TranslatePoint(refPt, dist, 202.5), Wherigo.TranslatePoint(refPt, dist, 247.5), Wherigo.TranslatePoint(refPt, dist, 292.5), Wherigo.TranslatePoint(refPt, dist, 337.5), } return pts end -- #End Author Functions# -- zonezon03Room = Wherigo.Zone(cartVersion11311) zonezon03Room.Id="2e375448-6819-4ad0-b84b-54803dbea903" zonezon03Room.Name="zon03Room" zonezon03Room.Description=[[blah blah]] zonezon03Room.Visible=false zonezon03Room.DistanceRange = Distance(1500, "meters") zonezon03Room.ShowObjects="OnEnter" zonezon03Room.ProximityRange = Distance(200, "meters") zonezon03Room.AllowSetPositionTo=false zonezon03Room.Active=false zonezon03Room.Points = { ZonePoint(44.76255,-79.76257,0), ZonePoint(44.76255,-79.76243,0), ZonePoint(44.76245,-79.76243,0), ZonePoint(44.76245,-79.76257,0) } zonezon03Room.OriginalPoint = ZonePoint(44.7625,-79.7625,0) zonezon03Room.DistanceRangeUOM = "Meters" zonezon03Room.ProximityRangeUOM = "Meters"
  14. Anyone order an extra Man vs Cache firestriker? I just updated my list in the link below
  15. I have a BCGA suncatcher Member's only BN for trade. Initially seeking pink or purple morpho butterfly, Geomuse 07 or Dragonfly.
  16. Careful though, we did that for Bronze and Silver, as soon as we saw it was being discontinued, we sent in the info on July 23rd, but still didn't get the pins. (Much to my sons disappointment). (Did get the email which doesn't look the same on his pin collection )
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