Re: lingo-l (OT) Mac: move up a folder

2004-10-11 Thread Mats Leidö
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
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Re: lingo-l (OT) Mac: move up a folder

2004-10-11 Thread Mats Leidö
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
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Re: lingo-l Hybrid DVD

2004-05-03 Thread Mats Leidö
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
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Re: lingo-l blinking QTVR

2003-09-05 Thread Mats Leidö
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
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Re: lingo-l blinking QTVR

2003-09-03 Thread Mats Leidö
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

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Re: lingo-l blinking QTVR

2003-09-03 Thread Mats Leidö
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

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Re: lingo-l dynamic text fields, how-to...

2003-09-02 Thread Mats Leidö
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.
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Re: lingo-l dynamic text fields, how-to...

2003-09-02 Thread Mats Leidö
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.
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lingo-l dynamic text fields, how-to...

2003-08-27 Thread Mats Leidö
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.

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RE: lingo-l dynamic text fields, how-to...

2003-08-27 Thread Mats Leidö
 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
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Re: lingo-l dynamic text fields, how-to...

2003-08-27 Thread Mats Leidö
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
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Re: lingo-l dynamic text fields, how-to...

2003-08-27 Thread Mats Leidö
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
--

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Re: lingo-l how many sound levels in MX?

2003-03-31 Thread Mats Leidö
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
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lingo-l how many sound levels in MX?

2003-03-30 Thread Mats Leidö
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?
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Re: lingo-l Changing resolution

2002-05-13 Thread Mats Leidö

 - 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))

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lingo-l a horisontal kind of scrolling

2002-03-13 Thread Mats Leidö

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.


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Re: lingo-l visible invisible

2002-03-13 Thread Mats Leidö

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.

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