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Messages - Jerrot

Pages: 1 ... 43 44 [45]
Technical forum / Re:crash problems
« on: March 06, 2003, 10:19:30 PM »
Hm, I tried to find out more, but for some reason it currently works now without any changes.

About resizing the preview: hm, at least I tried to resize the whole window, but that didn't help, I had to close the project (not the whole ProjectMan, just the project window) and re-open it.

Oh - btw i installed the DX9 SDK quite early, maybe too early... I'll check this if the problem should return.

Okay, thanks. I guess it's time to start switching my project to WME now.  8)

Technical forum / Re:crash problems
« on: March 06, 2003, 06:54:31 PM »
It works, no more crashes, no broken window areas.

Uh, it does not crash anymore, but this "broken DirectX window" still stays - sometimes! - after leaving the game with "Quit" --- it displays everything that is moved over that window part (other windows, etc), but does not display the preview anymore until i close the project and reload it (reopen the window). hmm. but this is much better than crashing. ;)

Technical forum / Re:crash problems
« on: March 06, 2003, 06:22:57 PM »
No, nothing. BUT: I was able to reconstruct the error case, it only crashed when switching back from fullscreen mode. Sometimes it did not crash, but in these cases, the DirectX window part of the ProjectMan (where the previews are displayed) was "broken".

I've seen this effect once before, so I downgraded my NVIDIA driver back to that one Microsoft provided with XP for my graphics adapter - et voil

Game design / Re:My first mod music!
« on: March 06, 2003, 10:16:48 AM »
hi brassfire,

I know a ton of people who love composing music for adventures, so if anyone needs composition, just ask. Even if I'm too busy to help you out, I can recommend others.

thanks, i will keep that in mind, guess some people would be very happy... !

The bells/shaker could use some work too... if that's what you're referring to. The volume of everything needs work, really.

shaker, yes, i didn't find the word (or was not sure, thinking of cocktails and... ;) ).

The idea of the format is really good, but the instrument handling really needs to be updated. I am getting totally frustrated with trying to get good sound out of this thing...
Hmm, maybe Mnemonic is right not to add mod support. :-\

hm, i always loved mods, although i stopped working with trackers years ago, just not flexible enough for my purposes - and too less time for making music - although i guess that's great (compared to midi) for adventure games.

In FruityLoops, it is so much easier to use samples, and the new version has a plugin that handles soundfonts! Me happy!!! ;D ;D ;D ;D ;D

hm, i thought about using FruityLoops as VSTi, but on my birthday the HALion sampler arrived, so i had the functions i needed from FruityLoops and did not even download the demo version anymore, is FruityLoops okay ? can you compare it to cakewalk ?

Ahhh, choices, choices. :P

yeah, isn't it great to have them ?  ;)

Technical forum / crash problems
« on: March 06, 2003, 01:32:41 AM »

my machine just totally crashed the second time by exiting the wme demo (run from the ProjectMan) by clicking the quit button. no warning, no blue screen, no logfile - the machine just completely restarted as if i pushed the reset button (ouch!).

both times windows was not able to restart completely until i really pushed the reset button.

oh well - it does not always crash, it were just these 2 times yet (from about 40), but anyway it crashed too hard and too identical to ignore.

anybody here with similiar problems ?

my computer:
Athlon XP 2000+, GeForce2 MX, 768MB RAM, Windows XP Prof.

PS: i didn't even notice it the first time - clicking "quit game" and a restarting machine after that... seemed to be fine.  ;)

Technical forum / Build 017 did it!
« on: March 05, 2003, 11:12:28 PM »

the new build 017 solved the problem, thanks mnemonic!!

(hmmm... i reported that bug 21 hours ago - on a wednesday - and I got a new release version to download the same day... NOT TOO BAD, SIR!  :D !)

oh, and by the way - there was my second problem with the actor posing i mentioned, but that was the same problem with the path - so now it works fine.

* Jerrot is happy !


Technical forum / Re:Background not showing?
« on: March 05, 2003, 10:21:03 AM »
hi mnemonic,

thank you for answering that fast  ! :D

one question, are you using the latest version of WME (the one that can be downloaded at this forum)?

i just discovered and downloaded the patch - unfortunately there is the same problem. i even tried that "DumbVideoCard=1" but I'm quite sure the error is far easier.

The problem was: 1) SceneEdit couldn't load the background pricture 2) therefore it "forgot" it after saving the scene. I don't know whether it's your case too.

hm, i can load the background image in the scene edit (its displayed correctly), but it doesn't save the image with the correct path, it just saves "background.bmp", so when executing it just says "Error opening file "background.bmp" !" when i open Room.scene with UltraEdit and enter "scenes\Room\background.bmp" as path, the executable works! BUT - entering SceneEdit again, the background is gone again.

Unfortunately, it's possible the paths can be messed up a bit in the templates :( The templates certainly need a revision before new version is released...

ok, just to check if you get the same error, you maybe could try this:

1. open project manager
2. create new (basic) project
3. jump to scenes\Room\Room.scene (the "insert your scene image here" picture should be visible!)
4. doubleclick it - sceneedit opens - without the background picture and without a path in the sprite input field. (duh!)
5. open the file requester for the sprite and open background.bmp.
6. save and quit scene edit
7. discover, that by refreshing the preview of Room.scene the background has gone. executing throws the "not found" error. adding the path manually in room.scene corrects this.

Thank you, I guess you'd like to spend your time better...  ;)

Help wanted and offered / Re:Need graphics artist.
« on: March 05, 2003, 09:13:12 AM »
As far as I know the original Zak game has been created by LucasArts. I believe that german project is not a remake, but a sequel (or prequel or something, don't know for sure).

actually there are/were about 3 or 4 fan sequels of Zak, most of them stuck in progress. the original was done by LucasArts (no - Lucasfilm Games! ;) !) and the only working completed sequel... well...  the author copied the original backgrounds etc. using the same engine, added 2 or 3 places and changed the story, so it's some kind of "remake", too...

Technical forum / Re:Background not showing?
« on: March 05, 2003, 02:01:33 AM »

i'm the newbie!  ;)

although I'm really surprised by the amount of features in these early release versions (congratulations!) of wintermute, i have - of course - some problems, especially this one scarpia described.

When I start a New Game from the Basic Project Template, there is a default background.bmp. If I run the game, that background shows all right. But the I open up the scene using the Scene Editor, and the background.bmp isn't showing as sprite on the 'background' entity. Also, the preview window to the right does NOT show the background image, only black space.

yes, that's it - and i suppose, that's not a problem of texture subdivision (uh - well, actually i don't know much about this matter), but just with the paths.

if you enter the scene editor as scarpia describes, the sprite filename is empty. using the file requester adds "background.bmp" to the "Room.scene" file, but it finally only works with "scenes\Room\background.bmp". (i entered this manually).
unfortunately, the scene edit "forgets" this path when entering, I don't know why this does NOT happen when opening e.g. the tutorial files.

my second problem (same case, creating a new project using the basic game template) is the actor posing in scene edit: it works with the tutorial files, but in a new project, Molly won't load. i can select the file in the file requester, but then the mouse pointer disappears until i click somewhere. (i guess that would be correct if Molly was visible instead of the pointer - but she is not!)

finally : sorry, if my english sounds quite poor, hope you can understand me somehow.

thanks, jerrot.

Game design / Re:My first mod music!
« on: March 04, 2003, 09:08:24 PM »

nice to meet some people making music for adventures. i just downloaded your work and i like that combination of the harp and the warm sound of the drums/toms.  :D

i listened to that one "sharp" rhythm sound of - hm - don't know, could be a hit on a closed hi-hat or something similar, my english is too poor  :-\ to describe it better: it's not really too loud, but I guess if I had to hear that sample for about 30 minutes (because i'm too stupid for some good puzzle of yours), it would become too loud in my head. maybe i would try to "soften" that sound.

just my impression, don't mind too much.  ;) looking forward for the final version!


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