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Event after load(...) #114760
03/02/07 19:20
03/02/07 19:20
Joined: Feb 2003
Posts: 211
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Freddy_dup1 Offline OP
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Freddy_dup1  Offline OP
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Joined: Feb 2003
Posts: 211
Unna
Hello,

I`m searching for a way to avoid the screen_size bug.
(screen_size is saved and loaded although the engine was
turned into a different resolution in the meantime.
So screen_size is sometimes wrong.)

I was told to save the current engine resolution and
load it after loading the level.

How can I trigger something after loading?

When I try:
Code:
save_res_text();
wait(3);
slot=1;
load("Save_game_slot_",slot);
wait(3);
load_res_text();


But it won`t work. I think it`s because the loaded game
is reading other position in the code than behind load(…) .

Can someone help me?

Last edited by Freddy; 03/03/07 17:08.
Re: Event after load(...) (to avoid screen_size bug) [Re: Freddy_dup1] #114761
03/02/07 22:10
03/02/07 22:10
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
video_switch (var res,var depth,var window)...


xXxGuitar511
- Programmer
Re: Event after load(...) (to avoid screen_size bug) [Re: xXxGuitar511] #114762
03/03/07 06:41
03/03/07 06:41
Joined: Feb 2003
Posts: 211
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Freddy_dup1 Offline OP
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Freddy_dup1  Offline OP
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Joined: Feb 2003
Posts: 211
Unna
Thank you,
but by using that I can only change the engine resolution.

The resolution is right only the var screen_size is wrong. (bug)
Even when it would solve the problem I would need to call it
after loading the saved game and then the engine reads an
other part of the code and not the part behing load(...

Screen_size.x and screen_size.y are sometimes wrong:
That`s way I tried to make my own var "real_screen_num"
and "real_screen_size[3]"
When real_screen_num is 7 real_screen_size.x is 800 and
real_screen_y is 600. ( "if(real_screen_num==7)"....)
So I need to know how I can make real_screen_num only
change when I change the resolution and not when
I load a Slot.

How can I do that?

Last edited by Freddy; 03/03/07 06:42.
Re: Event after load(...) (to avoid screen_size bug) [Re: Freddy_dup1] #114763
03/03/07 06:49
03/03/07 06:49
Joined: Feb 2003
Posts: 211
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Freddy_dup1 Offline OP
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Freddy_dup1  Offline OP
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Joined: Feb 2003
Posts: 211
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This is the code I use to save and load real_screen_num
and to change real_screen_size.x and y:

Code:
var_nsave filehandle2;
var fhandle2;

string real_res_str="07";
var real_screen_num=7;
var real_screen_size[2];
//
action save_res_text(){
str_for_num(real_res_str,real_screen_num);
filehandle2=file_open_write("res.txt");
file_str_write(filehandle2,real_res_str);
file_close(filehandle2);
}
//
action load_res_text(){
fhandle2=file_open_read("res.txt");
file_str_read(fhandle2,real_res_str);
real_screen_num=str_to_num(real_res_str);
file_close(fhandle2);}
//
action set_real_res(){
while(1){

if(real_screen_num==7){
real_screen_size.x=800;
real_screen_size.y=600;}

if(real_screen_num==8){
real_screen_size.x=1024;
real_screen_size.y=768;}

if(real_screen_num==9){
real_screen_size.x=1280;
real_screen_size.y=960;}

if(real_screen_num==10){
real_screen_size.x=1400;
real_screen_size.y=1050;}

if(real_screen_num==11){
real_screen_size.x=1600;
real_screen_size.y=1200;}

if(real_screen_num==12){
real_screen_size.x=1920;
real_screen_size.y=1200;}

wait(1);}}



I call "save_res_text();" bevore I load the game to save the
real_res_num.
But how can I call "load_res_text" after the game is loaded?

("real_screen_num" is only changed when I change the res)

Last edited by Freddy; 03/03/07 09:14.
Re: Event after load(...) (to avoid screen_size bug) [Re: Freddy_dup1] #114764
03/03/07 17:06
03/03/07 17:06
Joined: Feb 2003
Posts: 211
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Freddy_dup1 Offline OP
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Freddy_dup1  Offline OP
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Joined: Feb 2003
Posts: 211
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Thanks I found the problem.

I found the bug in version 6.4 and than updated to 6.5.
The bug is removed in 6.5 but I thought that it was still
there because I had simular problems. Something
different cause the trouble.
So I can just use screen_size.

Last edited by Freddy; 03/03/07 17:08.

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