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Messages - Jerrot

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1
Game announcements / Re: Five magical amulets for iPhone/iPad
« on: April 05, 2017, 12:42:19 AM »
Cool, thanks! (why didn't I think of this yet?)  :)

2
Funny and awesome to see some 13y old demo script lines of mine (which never got updated) to be used in a project!  :D

On github you state that the verbbar has no license, which is true due to its demo script nature. Just in case - if you need some valid license at some point, I'd happily redistribute it under MIT license.

Can't check out the game itself right now, but thanks for sharing already.  :)

3
Technical forum / Re: SceneEdit crashes
« on: April 17, 2015, 12:15:04 PM »
Glad it works for you now!

Just one more thought: I remember I had a similar issue with a GeForce 6800 back then, so you might want to check, if your DirectX drivers are up-to-date or just simply update them by using the web installer, which should not hurt in any case:
http://www.microsoft.com/en-us/download/details.aspx?id=35

After installation and reboot, you might try to check the hardware acceleration checkbox again.

4
Technical forum / Re: SceneEdit crashes
« on: April 16, 2015, 01:45:01 PM »
Hey,

also - out of curiosity - please let us know what gpu (card or chipset) you are actually using, thanks. :)

Cheers,
Jerrot (milk-drinker)

5
Technical forum / Re: Multiple of the same actors issue
« on: August 21, 2012, 11:10:01 AM »
Hi piagent,

ok, I only made some tiny changes. As I can't say what your goals might be, this surely is no complete solution (I ignored the Street scene at all) - but it should get you started!

Running this altered version should show you the room scene with five Mollys which you can select by clicking. By clicking into the scene, the selected Molly will walk there.

http://wme.jerrot.de/support/multipleactors.zip

These are my changes:

scripts/scene.script
I just changed that back to the original version of the demo, your changes were not needed there.

actors/molly/molly.script
All I do in the "LeftClick" event is setting the global variable "actor" to "this".
So on LeftClick, the current actor will change. Moving the current actor is handled by the original scene.script already.
I also set the Game.MainObject to the current actor, so that scene scrolling will work on the selected Molly/dog.

scripts/game.script
I just commented out the creation of Molly here, because I create all the dogs/mollys in the scene_init.script of the Room scene.

scenes/room/scr/scene_init.script
This is, where all the "magic" actually happens. I deleted all unnecessary stuff for this demo (like the old guy, hints, etc) to shorten the file for easier understanding of my changes. Here I create 5 dogs/Mollys in a for-loop on-the-fly and assign them a position in the room. After that, I simply assign the first dog to be the current "actor" (and also the Game.MainObject).

Where to go from here?
I made the "dogs" variable global to be able to address dogs from other scripts, although this is not needed for this demo.
I don't know if you want to use those dogs in different scenes, so after all it might be more useful for you to load the actors in the game.script and not in this specific scene_init.script. In this case, you could use that global "dogs" variable and just iterate over them (with a for-loop, the same way I created the dogs) to assign them particular positions, etc. in every scene_init.script where you want to have them.

And that's it, hope it helps.

6
Technical forum / Re: About sprite animation
« on: August 06, 2012, 09:27:45 AM »
Hi,

first of all, when talking about errors WME throws, please also quote the error here. :-)

global indicator _sp = indicator .GetSpriteObject();
if(ind_act == 1)
{
indicator _sp.CurrentFrame = 6;      // 6 - last frame
indicator _sp.Pause();
}
else klawa_sp.Pause();

From what I can see immediately: you have a blank in your variable name between "indicator" and "_sp", that shouldn't be there. This will surely throw a fatal compile error.

7
Game announcements / Re: Face Noir
« on: August 03, 2012, 02:26:38 PM »
Face Noir has been published in German, hope to find a publisher for a english version soon  :)

Awesome, congrats!  ;D

8
Technical forum / Re: Removed a question from dialogue.
« on: August 01, 2012, 11:12:29 AM »
Sorry, I didn't even understand your question yet. Did you solve it?

9
WME sources discussion / Re: Compile difficulties with VS2008 Express
« on: August 01, 2012, 11:04:55 AM »
It sounds to me like you actually got it running already.
The error message you read is normal, if there is no game data found next to the executable. Just move it into place of your project (or to test it, get some free wintermute engine game and replace the exe by your own).

10
Technical forum / Re: Multiline text box
« on: July 31, 2012, 10:49:03 AM »
Hi anarchist,

I'm afraid, this is not possible out-of-the-box. Although the Editor object can be adjusted in width and height, it doesn't support multi-line input.

A possible workaround might be to use the Keyboard object to catch the input and fill a static control with the text (these controls *do* support word wrapping). You would have to "simulate" a blinking cursor on your own though, if you need that - which might be a little more tricky.

Cheers,
Jerrot

11
Technical forum / Re: blender 2.63
« on: June 26, 2012, 09:47:55 AM »
Hi tinchopunk,

many, many years have passed since I dealed with the 3DS exporter, but that's quite outdated and not supported by current Blender versions.

Anyway, there is a tutorial from last year using the DirectX exporter, which seemed to work out quite well since WME started supporting .X files. Did you check this out? http://forum.dead-code.org/index.php?topic=4878.0

Cheers,
Jerrot

12
General Discussion / Maintenance of the IRC server
« on: March 08, 2011, 10:02:54 AM »
Hi Chat-Muties,

due to maintenance and a kernel update, the IRC server will have a planned downtime for about one hour on coming Thursday (10/03) between 7 and 9am CET.

Cheers,
Jerrot

13
Feature requests, suggestions / Re: flac
« on: September 29, 2010, 10:53:26 AM »
Hi,

what odnorf said.
Anyway to answer that part - yes, it should be possible to introduce FLAC support by writing a plugin-dll for WME1. But you'd have to manage everything from playback over channel management to serialization (game save/load) behaviour yourself, as you can't build that on top of the existing scripting commands there.

But seriously, ogg vorbis is good enough even for very good ears at fair compression rates, far better than mp3 compression. There is no need for FLAC in a game. Compare it yourself, I did before. :)

14
Hi Slade,

I already answered your PM by e-mail, but as you already mentioned the issue here, I'll answer it here for everybody, too.

It's a pity that the link in the Wiki doesn't work anymore and I don't have a copy of the 0.90 version by Tomas, did you try to contact him? His mail address is on that Wiki page - if it's still working.

Maybe somebody else still has that version and can send it to Mnemonic or me, so we could upload it and fix the link.

I'm the author of the original 0.82 patch, which already was a modified version of the original exporter (which you already tried), only that it _does_ export lights and cameras for WME. The link to that one (here in the forum, http://wme.jerrot.de/export-3ds-0.82.zip) should still be valid.

The only real difference between this and the 0.90 version by Tomas is, that my script exports all objects while that 0.90 version only exports objects starting with the WME-Prefixes (like blk_, floor_, wpt_). So if you simply hide all other objects you don't want to export, it should work just the same.

I did not test it with the latest version of Blender though, but I'd be interested to hear your feedback.

Greetings Jerrot.

15
Game announcements / Re: Mapoco Mountain - Screenshot
« on: June 25, 2009, 01:15:08 PM »
The background looks awesome, but will the character get some more "depth"? He looks quite "flat" compared to the background yet.

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