Author Topic: NAGI trouble  (Read 1580 times)

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Offline kryddturken

NAGI trouble
« on: June 11, 2003, 03:32:29 PM »
Ok, my game is fine in the original interpreters but with Nagi the animations screw up. Whatever loop I put my ego in will remain during the game. I.e I put facing left using set.loop, if I walk right he will moonwalk... this only happens in Nagi. Suggestions?



Offline robingravel

Re:NAGI trouble
« Reply #1 on: June 11, 2003, 04:21:19 PM »
Hi kryddturken

Check if you're using AGI v2.936.

Some AGI v2.936 games I saw don't work properly using Nagi.


Robin Gravel

Offline Nick Sonneveld

Re:NAGI trouble
« Reply #2 on: June 11, 2003, 08:39:56 PM »
The interpreter can change the loops of animated objects depending on which direction they are moving.

For all version 2 interpreters (except 2.936 which is why i don't use it as default in NAGI) it will only update the loop if you have 4 or less loops.  This is one loop for each direction.

The v3 interpreter used by Kings Quest 4 and the v2 one for Space Quest 2 can do this for any number of loops (it ignores the remaining ones).  Later v3 interpreters only have this behavior if a certain flag is set.

solution:
1) change standard.ini so your emulated interpreter supports this behavior (it's one of the loop modes)
2) Modify your view so they'll only have 4 or less loops.  This is only for views that need their loop changed based on direction however.

I think you'll find, if you use an older version of Sierra's interpreter (ie something less than 2.936), it won't support the loops properly either.

- Nick
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline kryddturken

Re:NAGI trouble
« Reply #3 on: June 12, 2003, 02:29:42 AM »
Thanks, I will split my ego into several views then.


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