catventure Admin Adventurer

   Age : 56 Joined : 08 Jun 2008 Posts : 132 Location : UK Humor : Enjoys a laugh!
 | Subject: TAB Alpha Version 40 Available Sat Jul 26, 2008 7:24 pm | |
| 26 Jul 2008 (Release 40) ========= *CHANGED. TAB Player dialog window (text mode) now opens in same size as graphic mode game.
*NEW. Action "linkX$" automatically load a database into Player. eg: linkpart2.tab Useful for multipart games over more than one database.
*NEW. "gfxdir=X$" and "sfxdir=X$" actions. Change picture and sound folders used by TAB. eg: gfxdir=part2pics
*CHANGED. Any character movements are not now reported when player is in a dark location.
*FIX. The following actions were not working correctly *all* the time: n1=n2 n2=n1 objn1=objn2 objn2=objn1 charn1=charn2 charn2=charn1
*CHANGED. playmovie display problems fixed. movie can now loop/repeat.
*IMPROVED. Long noun now works for ordinary and character nouns as well as object nouns.
*CHANGED. Video clip/movies are now called by the below actions: playmovie1FILENAME$ - play a .wmv video clip in picbox1 ONCE only playmovie2FILENAME$ - play a .wmv video clip in picbox2 ONCE only loopmovie1FILENAME$ - loop a .wmv video clip in picbox1 loopmovie2FILENAME$ - loop a .wmv video clip in picbox2 Note: Player can press <ESCAPE> key to exit videoclips
*FIX. 'objn2notstatic' condition now works properly *FIX. 'objn2notcontainer' condition now works properly
*NEW. Some new conditions added: objn1lit - is object noun 1 a lightsource? objn2lit objn1notlit - is object noun 1 not a lightsource? objn2notlit litX - is object X a lightsource? notlitX - is object X not a lightsource?
*NEW. 3 new OPTIONAL Character SPEECH actions are: "charobjn1mess" - print a Speech Character's response to an object noun 1 'examine' command (uses object examine message text in Object Editor) "charobjn2mess" - print a Speech Character's response to an object noun 2 'examine' command (uses object examine message text in Object Editor) In order for the above 2 commands to work in the Character SPEECH Response entries the normal PLAYER object examine message for the object in question must now terminate with a tag: %endmess% This tag informs TAB that it signifies the end of the Player object examine text - and that any text below it can be used for if character(s) are commanded to examine an object also. Example: Object Message 5: The hat is a safety hat for protection.%endmess% Once you have put in this tag, you can begin to type in each characters response to an examine object command.... Each character's individual response must be enclosed within %chX% tags eg: Object Message 5: The hat is a safety helmet for protection.%endmess% %ch1%%speechname% says: "The hat is your size. You should wear it at all times."%ch1% 'rem: you can add comments in between char responses... %ch2%The %speechnoun% tells you that the hat is made of a strong metal and has a sharp brim.%ch2% %ch3%Joseph the farmer examines it. "Might be useful", he remarks.%ch3% etc.. etc.. Maybe you don't want to type in different responses like this for ALL your characters. You can make them reply with a standard character default reply using the %chdef% tags! eg: Object Message 5: The hat is a safety helmet for protection.%endmess% %ch1%%speechname says: "The hat is your size. You should wear it at all times."%ch1% 'rem: you can add comments in between char responses... %ch2%The %speechnoun% tells you that the hat is made of strong metal and has a sharp brim.%ch2% %ch3%Joseph the farmer examines it. "Might be useful.", he remarks.%ch3% %chdef%%speechname% says: "That hat looks like it fits you. Could be handy.%chdef% So now for Characters other than 1, 2 or 3 the DEFAULT reply will be output... Here is the calling entry from Char Response Commands: [start]examine %objn1%#charpresent%speech%#or_objlocn1=%speechworn%#or_objlocn1=%speechcarr%#or_objlocn1=here[acts]charobjn1mess[end] If player and char in same room then if the object is here or if char is carrying or holding it then print the Character's individual reply. '============= The other new action is similar. charmsgX - where X is a MESSAGE number. Print Speech Character's response to a command. Use a blank, spare or unused message for character replies using this action. Let's say the player types in:
>say to <character>, hello You decide to use Message 450 to deal with the various Character replies...
Message 450:
command HELLO This message deals with player saying hello to character. 'REM comments are allowed. %ch1%%speechname% says: "Hello".%ch1% %ch2%%speechname% says: "Hello to you as well!"%ch2% %ch3%%speechname% greets you pleasantly with a courteous nod.%ch3% %chdef%The %speechnoun% welcomes you with a smile.%chdef% =========== Remember to add carriage returns to elements of ordinary messages if you need to Char Response Command: [start]hello#charpresent%speech%[acts]charmsg450[end] You can use random %r% message tags inside of %chX% tags as well. Remember to use correct format for random message elements.
There's an example usage of these commands in "char_command_demo.tab"
http://tab.thinbasic.com
catventure _________________ http://tab.thinbasic.com ; Home of the TAB I.F. project.
Last edited by catventure on Sun Aug 03, 2008 12:24 pm; edited 1 time in total |
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catventure Admin Adventurer

   Age : 56 Joined : 08 Jun 2008 Posts : 132 Location : UK Humor : Enjoys a laugh!
 | Subject: Re: TAB Alpha Version 40 Available Sun Jul 27, 2008 1:27 pm | |
| Hi,
A revised Alpha 40 posted today 27 Jul 2008 at 14:00GMT.
This hopefully fixes videoclip bugs.
Nothing else has been added or changed.
http://tab.thinbasic.com
Regards, catventure _________________ http://tab.thinbasic.com ; Home of the TAB I.F. project. |
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catventure Admin Adventurer

   Age : 56 Joined : 08 Jun 2008 Posts : 132 Location : UK Humor : Enjoys a laugh!
 | Subject: Re: TAB Alpha Version 40 Available Sun Jul 27, 2008 2:36 pm | |
| Further update at 15.30GMT.
Quick Fix to Character movement reporting whch was causing TAB to crash in certain situation.
catventure. _________________ http://tab.thinbasic.com ; Home of the TAB I.F. project. |
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catventure Admin Adventurer

   Age : 56 Joined : 08 Jun 2008 Posts : 132 Location : UK Humor : Enjoys a laugh!
 | Subject: Re: TAB Alpha Version 40 Available Sat Aug 02, 2008 9:54 am | |
| Hi,
New minor update deals with latest found bugs.
02 Aug 2008 (Release 40.1) ========= *FIX.The following ACTIONS now work correctly swapobjsX,Y swapcharsX,Y swapflagsX,Y
*FIX. %anyn1% and %anyn2% text format tags causing TAB to get stuck in loop/crash if used out of context when no noun1 or noun2 parser variable existed.
http://tab.thinbasic.com
Cheers, catventure. _________________ http://tab.thinbasic.com ; Home of the TAB I.F. project. |
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catventure Admin Adventurer

   Age : 56 Joined : 08 Jun 2008 Posts : 132 Location : UK Humor : Enjoys a laugh!
 | Subject: Re: TAB Alpha Version 40 Available Wed Aug 06, 2008 6:12 am | |
| Hi,
An important update is ready.
06 Aug 2008 (Release 40.2) ========= *FIX. Space missing in "objlistoff" style of inventory listing when listing objects in carried container (Thanks to Jason Nicholls)
*FIX. Coding flaw in #else# processing which was affecting game logic. This is an important fix.
*ADDED. "door_demo.tab". Example door puzzle. (Thanks to sandyrepope)
http://tab.thinbasic.com
catventure _________________ http://tab.thinbasic.com ; Home of the TAB I.F. project. |
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