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Messages - DocBass

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1
Feature requests, suggestions / Re: WME 2.0 - news?
« on: March 25, 2010, 12:30:13 AM »
Interesting stuff Mnemonic. Just out of curiosity, do you even have a guess, such as a quarter of the year when you might put out 2.0? Like Q2, 2011 etc? Simply a matter of curiosity.  ;D

2
General Discussion / Re: Latest beta: WME 1.8.9 (December 20, 2008)
« on: February 05, 2009, 07:00:59 AM »
If there are no fatal problems with 1.8.9, I can turn it into an "official" release.

I am getting a problem with trying to change the size of some of the layers in scenedit, or even deleting some. The scene screen goes white, so I close without saving to make sure nothing bad has happened. Then I get an error of "an invalid argument was encountered". This is the entry from the sceneedit log. I took out the file name for reasons of not revealing what it's for. I don't think this has started since this version.

 ********** DEBUG LOG OPENED 04-02-2009 (Release Build) *****************
21:58: Wintermute Engine ver 1.8.9beta, Compiled on Dec 20 2008, 13:01:44
21:58: Platform: Windows Vista Service Pack 1 (Build 6001)
21:58: DirectX version: 9.0
21:58:
21:58: Scanning packages...
21:58:   Registered 0 files in 0 package(s)
21:58: Initializing scripting engine...
21:58:   Script compiler bound successfuly
21:58: Loading plugins...
21:58:   wme_sample_pixel.dll
21:58:   wme_snow.dll
21:58: Scanning packages...
21:58:   Registered 0 files in 0 package(s)
21:58: Enumerating Direct3D devices...
21:58: Enumerating DirectSound devices...
21:58: Game aspect ratio:    -1.#IND00
21:58: Monitor aspect ratio: 1.600000
21:58: Game aspect ratio is the same as monitor aspect ratio.
21:58: Backup resolution:  0 x 0
21:58:
21:58: Available video devices:
21:58:   ATI Radeon HD 4670 (accelerated)
21:58:     Driver: atiumdag.dll 7.14.10.618
21:58:     Monitor: 0
21:58: Available audio devices:
21:58:   Primary Sound Driver
21:58:   Speakers (High Definition Audio Device)
21:58:   Digital Output Device (SPDIF) (High Definition Audio Device)
21:58:   Digital Output Device (HDMI) (2- High Definition Audio Device)
21:58:   Headphones (High Definition Audio Device)
21:58:   /syseng0019/[no sound]
21:58: Auto selecting devices for windowed mode:
21:58:   Video: ATI Radeon HD 4670 (accelerated)
21:58:          Windowed:yes  Colors:16bit  T&L:no  Multisample:0
21:58:   Audio: Primary Sound Driver
21:58: Maximum texture size: 8192x8192
21:58: ----- Open file: 'filepath' -----

3
General Discussion / Re: Latest beta: WME 1.8.9 (December 20, 2008)
« on: January 08, 2009, 11:39:23 PM »
Yes, this function was primarily designed to allow proper display of 4:3 games on wide screens and widescreen games on 4:3 monitors. It considers 16:9 and 16:10 equivalent.

Hmm ok...that's so odd that it worked initially then? Could we put that in as a feature request to differentiate the two?  ;D

4
General Discussion / Re: Latest beta: WME 1.8.9 (December 20, 2008)
« on: January 07, 2009, 10:52:59 AM »
Oh well, WME assumes both the game and the monitor are widescreen... which is true... therefore it doesn't display the check-box.

Yeah but they don't have the same aspect ratios. What's weird is that it DID work initially a few times, then went away completely. So will a 16:9 image always be stretched to a 16:10?

5
General Discussion / Re: Latest beta: WME 1.8.9 (December 20, 2008)
« on: January 05, 2009, 03:56:52 PM »
Oops I guess I see something weird right off, should have looked at that earlier.  :o

Not sure why it would be saying the aspect ratios are the same, or why that would cause it to remove the choice...

6
General Discussion / Re: Latest beta: WME 1.8.9 (December 20, 2008)
« on: January 05, 2009, 03:55:44 PM »
With pleasure! I am assuming you are requesting this info here...

16:31: ********** DEBUG LOG OPENED 03-01-2009 (Release Build) *****************
16:31: Wintermute Engine ver 1.8.9beta, Compiled on Dec 20 2008, 13:01:26
16:31: Platform: Windows Vista Service Pack 1 (Build 6001)
16:31: DirectX version: 9.0
16:31:
16:31: Scanning packages...
16:31:   Registered 0 files in 0 package(s)
16:31: Initializing scripting engine...
16:31:   Script compiler bound successfuly
16:31: Loading plugins...
16:31:   wme_sample_pixel.dll
16:31:   wme_snow.dll
16:31: Loading string table...
16:31:   42 strings loaded
16:31: Enumerating Direct3D devices...
16:31: Enumerating DirectSound devices...
16:31: Game aspect ratio:    1.777778
16:31: Monitor aspect ratio: 1.600000
16:31: Game aspect ratio is the same as monitor aspect ratio.
16:31: Backup resolution:  1280 x 720
16:31:
16:31: Available video devices:
16:31:   ATI Radeon HD 4670 (accelerated)
16:31:     Driver: atiumdag.dll 7.14.10.618
16:31:     Monitor: 0
16:31: Available audio devices:
16:31:   Primary Sound Driver
16:31:   Speakers (High Definition Audio Device)
16:31:   Digital Output Device (SPDIF) (High Definition Audio Device)
16:31:   Digital Output Device (HDMI) (2- High Definition Audio Device)
16:31:   Headphones (High Definition Audio Device)
16:31:   [no sound]
16:31:
16:31: User selected:
16:31:   Using requested resolution (1280 x 720)
16:31:   Video: ATI Radeon HD 4670 (accelerated)
16:31:          Windowed:no  Colors:32bit  T&L:no  Multisample:0
16:31:   Audio: Primary Sound Driver
16:31: Maximum texture size: 8192x8192
16:31: Engine initialized in 408 ms
16:31:
16:31: Using texture format: 21
16:32:
16:32: Shutting down...
16:32: Shutting down scripting engine
16:32: ********** DEBUG LOG CLOSED ********************************************

7
General Discussion / Re: Latest beta: WME 1.8.9 (December 20, 2008)
« on: January 04, 2009, 01:36:54 AM »
Still having the same problem as in 1.8.6. I still cannot run the game full screen and maintain aspect ratio. The option is simply not there to run it. It was the first few times I ran it in 1.8.6 but it magically disappeared, and it is the same in 1.8.9. Game res is 1280x720, current desktop res is 1920x1080. If I start a new project, the option is there just fine, but for this current one, it is not, and I have not been able to get it back.

8
Technical forum / Re: I need brave testers with wide screens
« on: October 25, 2008, 12:34:52 AM »
Any word on why my current game project lost the ability to maintain aspect ratio when starting up? It worked for awhile and just vanished. I was never able to figure it out.

9
Technical forum / Re: Animation with a lot of frames.
« on: October 25, 2008, 12:23:10 AM »
Here is what I would do, as I do something similar to this for "instant" loading of very large sprites that need to change often. I create a game entity and assign said large sprite to it. This should keep it in your main RAM if my understanding is correct.

When this entity needs to be visible assign it to the visible on screen entity. It should appear pretty much instantly with no load time since RAM is far faster than loading from a hard drive. when you want to unload it, unassign that entity. It should still be assigned to your global game entity for when you want to load it again.

I could be wrong that it works this way, but it seems to work perfectly in my own game. The video thing would be another way of doing it, the tradeoff for that one is high CPU utilization.

10
Technical forum / Re: I need brave testers with wide screens
« on: August 02, 2008, 11:09:17 PM »
Hi Mnemonic-

Any luck on why the maintain ratio option would disappear?

11
Technical forum / Re: I need brave testers with wide screens
« on: July 30, 2008, 11:55:18 PM »
@DocBass  - Are you talking about game resolution or display resolution?

When I open Project manager and change the resolution width (along LHS, under Startup settings) to something > 1600 -- for example, 1680. I get an error message "'Resolution - width' must be a number between 320 and 1600."  Of course I am able to use a higher resolution display -but it didn't show the full 1680x1050 background in my test -- the background scrolled.

Are you saying you can get a non-scrolling background bigger than 1600 to work? Do you hand edit the project start up options? ( I'm afraid to -- assuming that the 1600 limit is not just arbitrary -- although it may be an artifact of earlier technology limits.)


My apologies, I thought you simply meant scaling the screen to be larger. I have not tried to do a game wider than 1600 natively.

12
Technical forum / Re: I need brave testers with wide screens
« on: July 28, 2008, 09:11:17 AM »
Warmblood I play our game on my 24 inch widescreen just fine 1920x1200, unless you're referring to something else when you mention the max res width.

13
Technical forum / Re: resizing windows
« on: July 28, 2008, 09:08:54 AM »
Well I tested and it doesn't work. I'm not sure what's wrong.



You can post your code first off, which might help. It does work, there is just a mistake somewhere. And again, read the documentation if you have any questions, it really is pretty well put together. Show us what you have and we could probably identify where the problem is. You can use fake names for the variables if you wanted to hide what you're creating of course.

14
Technical forum / Re: Targeting Windows.
« on: July 26, 2008, 11:32:37 AM »
If you wanted to do something like that it would be easy to script.

Just have an array that stores references to all open windows. Have a button that, when clicked, runs a for loop, or while loop, however you want to do it, and cycles through the windows that closes the windows in turn. You can make them invisible, close them, whatever you want to do.

As far as your menu thing goes, is the menu a window? Is the button active all the time? It should be easy enough to have the button close a window. You should be able to figure it out by looking at the close buttons on the default windows and emulating that. If you can post perhaps some code or even screenshots, if you're willing, of how it is all set up it would be easier to guide you a bit.

15
Technical forum / Re: resizing windows
« on: July 26, 2008, 11:28:01 AM »
Hey man, I tried it but it didn't work. Which I thought it wouldn't because those attributes arn't past on to the Window class.

Cheers ::beer
Myles Blasonato.

It works, I did it myself. Try it with a tiled background and you will see the window changes size. Can you post your code? I would suggest reading all of the documentation on the Window object.

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