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Topics - Jerrot

Pages: 1 2 [3] 4
31
Software and games / Labyrinth
« on: July 28, 2003, 10:42:19 AM »
Hi,

about that Labyrinth game - fisst of all I wondered, that there is no graphic when starting a new game, but this seems to be normal. As odnorf found out, the saved games have graphics.

So... I made it up to the theater and when the movie starts, the graphics starts (!). Then after a short "movie sequence" I'm standing at that castle door and nothing happens, no verbs to choose from anymore, the game seems to be freezed.

I tried two downloaded versions and both with WinVICE and CCS64. Any suggestions ?

32
General Discussion / Programming
« on: July 22, 2003, 10:08:30 AM »
Hi,

ok, I guess this is mainly a message to Mnemonic, but of course everyone is welcome. (Maybe there are also some secret readers here... ;) !)

I really want to start "real" coding again, but I don't understand a word on the Microsoft site, I don't find a good way to start off and I don't want to restrict myself too much by my choice.

Ok, so there are Visual Studio 6.0 - which I own - and there is VS.NET. Fine, maybe I should upgrade. Should I ?

".NET" always talks of C#, XML, Web Applications and that stuff... hey, I never asked for web applications and I've got no idea, what ATL, "managed C++" and all that stuff is. There are just too many new words explained by other new words. :)

Next problem: there are too many possibilities to choose to create applications. There is the Win32 API, there is MFC, there is DirectX and different Wrapper Classes, where I can't judge if they are good. Ok, the easiest way seems to be to create some MFC project, but I don't understand what the wizard creates and how I could change it. I guess I don't like MFC at all. ;) And thinking of XML surfaces/skins, it seems to be ridiculous anyway.

So here is what I want to learn and what I want to be able of some day/year:

  • I want to learn C++ ! It seems to be the base of everything and the most advanced language next to Java (uggh!!) which is not too platform dependent. 99% of all tutorials just suck, they introduce thousands of new keywords and don't explain them. I'm searching for the 1% !
  • I want to create Windows applications
  • I want to create resizable GUIs (hehe, I just write this down because these things were so easy on the Amiga, but my first tests with VC and VB didn't work this way at all!)
  • I want to be able to use DirectX some day (I managed that already with some tutorial, but I don't REALLY understand it! ;) !)
...please... SHOW ME THE WAY!  ;D
I need GOOD tutorials and maybe hints for useful wrapper classes for GUI management etc.

Ohhh, I really miss the good old Amiga times ...

Thanks for any help !

33
General Discussion / /AWAY on holidays
« on: July 11, 2003, 04:17:05 PM »
Dear regular WME customers  ;),

I'm away for about 1-2 weeks now, because I'm on holidays - and some weeks later I'll quit my current job and go to study physics at the university. As you might imagine, there is a lot of trouble here currently with work, money, car, appartement, etc.  :P ... so please don't mind if some answers follow late.

(But probably you won't even notice that at all, because I'm already addicted to this board and will look into whenever it's possible...)

cu soon!
jerrot

34
Scripts, plugins, utilities, goodies / Verb Bar
« on: July 09, 2003, 04:32:31 PM »
Hi,

now here it is - the first public source code version of my verb bar demonstration.

http://wme.jerrot.de/verbbarwin_src.exe

If you don't trust "exe" files, (and in general you shouldn't!) you can also unpack it with 7-zip.

It's not commented yet and I won't find the time to insert them until I return from my holidays in about 2 weeks. Therefore I upload this version as a beta release for you to test and play around with it (if someone's interested!).

I just took and simplified the first scene from the WME demo project to play around with the features. So don't search the exit ;) but try to talk, use the things, try using two books in your inventory together, etc. ! Not many things changed since I published the package, but some bugs are fixed and the source code is at least much cleaner now, most verbbar functions have been outsourced to one included script now.

It's not designed to use as-it-is but it should give you an impression of how it could look and work like, the buttons are just graphics and the inventory is something LucasArts-like.

Oh, and you should work with the newest release ( >= 1.0.030 ) of WME.

The features:

  • it's a verb bar (wow!)
  • mouse over caption / command display at the top of the verb bar
  • object / persons can have default verbs. the default verb is colored when the mouse is over an object with an default value
  • automatic "use"/"use with" = you can define, if your object can be used alone or only in connection with another object
  • changing background for dialogs
  • keyboard shortcuts

That's it for now. Feedback and Improvements are welcome, but please remember, that this is only a demonstration (which I even won't use for my own project...) and not a full-features plug-in with editor tools to add buttons etc. ;)

Jerrot.

35
Technical forum / Bug: F1 and p
« on: July 09, 2003, 02:49:35 PM »
Hi,

that's a funny one, probably some little hardcoded forgotten test ?

The keys "F1" and "p" (Keycodes "VK_F1" and "80") are treated as the same key.

I found that when I wanted to use "p" for a verb command. "P" (Code 112) is working as expected. But "p" always called the Options Menu - and it stopped doing this when I removed the "VK_F1" trigger as used in the demo. But now I could use my verb command with the F1 key too... :)

I guess it was used for "pause" once ?

Waiting for release 1.0.031... ;)


36
Technical forum / includes and compiler errors
« on: July 06, 2003, 11:36:47 AM »
Hi,

hmm, when I've got some syntax error in a script file, that is included by some other script, the compiler only throws an error on the "#include" line of the calling script, but does not give me the error line in the included file... makes it hard to find errors.

Bug or something for the wishlist ? :)

37
Technical forum / switch() problem
« on: July 06, 2003, 11:32:16 AM »
Hi again,

it seems there is some little problem with the quite new "switch()" command when using it nested... the game interpreter freezes!  :-\
Example:

Code: [Select]
switch(Command.Verb)
{
  case "Use":
    ran = Random(0,3);
    switch(ran)
    {
      case 0: actor.Talk("That doesn't work!"); break;
      case 1: actor.Talk("That makes no sense at all!"); break;
      case 2: actor.Talk("What ?!"); break;
      case 3: actor.Talk("No! Get serious!"); break;
    }
    break;
}

In that example, the actor talks his sentence and then the game freezes. When using if/else in the case block, it works as expected.

Oh, and another little one: I can't set the default value somewhere else than at the top. I guess this is just "as it is" and correct, but I want to mention it in case this is NOT wanted.

For example:

Code: [Select]
switch(number)
{
  case 1:
    actor.Talk("Number ONE!");
    break;
  case 2:
  default :
    actor.Talk("Oh, TWO again. Seems to be the default value!");
    break;
  case 3:
    actor.Talk("AH! THREE!");
    break;
}

This throws a syntax error on the "case 3:" line. It works without problem by moving the "case 2:/default:" block to the bottom.

Thanks for helping. :)

38
Technical forum / Scene.SkipTo Bug ?
« on: July 04, 2003, 05:55:57 PM »
Hi,

it's really funny I didn't realize that before, but is that a bug or not ?
I always thought it was my scripting, but now I could discover the same behaviour in the original wme demo files.

If you change the "scene_init.script" in the demo by deleting/commenting line 77
(actor.AttachScript("scenes\room\scr\tour.script");)
the scene should start with the actor in focus - doing nothing but waiting.

But: the Scene SCROLLS to Molly, although it should "SkipTo" the actor at the beginning of the scene.

What's wrong here ?  ???
Thanks for help!

39
Scripts, plugins, utilities, goodies / External library example
« on: June 12, 2003, 10:54:56 PM »
2003-12-19: Since WME supports math functions now, this library became obsolete. So now this thread is only a example how to create your own libraries with C++.

Hiya,

so - you're not just a game designer, but also a genius, right ?  ;)
OK, here is your math functions dll for WME!

http://wme.jerrot.de/mathdll11.zip

Usage:

Example:

external "math.dll" cdecl double math_pow(double,double);
Game.Msg("pow(2,8) = " + math_pow(2,8));

Supported functions :

int     math_abs(int mynumber)
double  math_acos(double mynumber)
double  math_asin(double mynumber)
double  math_atan(double mynumber)
double  math_atan2(double mynumber1, double mynumber2)
double  math_cos(double mynumber)
double  math_cosh(double mynumber)
double  math_exp(double mynumber)
double  math_fabs(double mynumber)
double  math_fmod(double mynumber1, double mynumber2)
double  math_log(double mynumber)
double  math_log10(double mynumber)
double  math_pow(double mynumber1, double mynumber2)
double  math_sin(double mynumber)
double  math_sinh(double mynumber)
double  math_tan(double mynumber)
double  math_tanh(double mynumber)
double  math_sqrt(double mynumber)
double  DegToRad(double mynumber)
double  RadToDeg(double mynumber)

Version history:

2003-06-12 - [v1.0]
           - initial release
2003-06-13 - [v1.1]
           - added DegToRad() and RadToDeg()

C++ Sourcecode is included in the archive, but for the case my server burns up, here it is :

Code: [Select]
#include <math.h>
#define PI 3.1415926535f

extern "C" __declspec(dllexport) int math_abs(int mynumber)
{
  return abs(mynumber);
}
extern "C" __declspec(dllexport) double  math_acos(double mynumber)
{
  return acos(mynumber);
}
extern "C" __declspec(dllexport) double  math_asin(double mynumber)
{
  return asin(mynumber);
}
extern "C" __declspec(dllexport) double  math_atan(double mynumber)
{
  return atan(mynumber);
}
extern "C" __declspec(dllexport) double  math_atan2(double mynumber1, double mynumber2)
{
  return atan2(mynumber1,mynumber2);
}
extern "C" __declspec(dllexport) double  math_cos(double mynumber)
{
  return cos(mynumber);
}
extern "C" __declspec(dllexport) double  math_cosh(double mynumber)
{
  return cosh(mynumber);
}
extern "C" __declspec(dllexport) double  math_exp(double mynumber)
{
  return exp(mynumber);
}
extern "C" __declspec(dllexport) double  math_fabs(double mynumber)
{
  return fabs(mynumber);
}
extern "C" __declspec(dllexport) double  math_fmod(double mynumber1, double mynumber2)
{
  return fmod(mynumber1,mynumber2);
}
extern "C" __declspec(dllexport) double  math_log(double mynumber)
{
  return log(mynumber);
}
extern "C" __declspec(dllexport) double  math_log10(double mynumber)
{
  return log10(mynumber);
}
extern "C" __declspec(dllexport) double  math_pow(double mynumber1, double mynumber2)
{
  return pow(mynumber1,mynumber2);
}
extern "C" __declspec(dllexport) double  math_sin(double mynumber)
{
  return sin(mynumber);
}
extern "C" __declspec(dllexport) double  math_sinh(double mynumber)
{
  return sinh(mynumber);
}
extern "C" __declspec(dllexport) double  math_tan(double mynumber)
{
  return tan(mynumber);
}
extern "C" __declspec(dllexport) double  math_tanh(double mynumber)
{
  return tanh(mynumber);
}
extern "C" __declspec(dllexport) double  math_sqrt(double mynumber)
{
  return sqrt(mynumber);
}
extern "C" __declspec(dllexport) double  DegToRad(double mynumber)
{
  return mynumber * (PI / 180.0f);
}
extern "C" __declspec(dllexport) double  RadToDeg(double mynumber)
{
  return mynumber * (180.0f / PI);
}

Have fun,
Jerrot!

40
Feature requests, suggestions / Format functions
« on: June 12, 2003, 04:57:45 PM »
hi,

when I was playing around with floats, I discovered it could be useful to have some function (like sprintf()...?) to be able to format them.

Doing that stuff with the String functions instr() and substr()works, and I'm sure I could write some function for these purposes on my own, it's just an idea - and if it's not too difficult to implement... who knows. ;)


41
Hiya!

Now - here is my first snippet. The goal was a smooth crossfade to a new music file when jumping to the next scene.

First I had to create an entity for the music files. Actually I used two entities, but they are using the same file.

There should be a "SOUNDPANNING=FALSE" in it, but for some weird reason it crashes currently. So I chosed the position to center the entity on a 800x600 game screen. Anyway I hope this bug to be corrected soon, I'm not sure if this is a bug of my script or of WME. I will correct and edit this article as soon as I know it better. ;)

music\music.entity :

Code: [Select]
ENTITY {
  NAME="music"
  CAPTION=""
  ACTIVE=TRUE
  X=400
  Y=300
  SCALABLE=FALSE
  INTERACTIVE=FALSE
  COLORABLE=FALSE
}

Notice that I didn't load any soundfile yet.

In the Game.script I added two lines before changing to the scene to load the entities:

Code: [Select]
global music1 = Game.LoadEntity("music\music.entity");
global music2 = Game.LoadEntity("music\music.entity");


Ok. Now we jump into our scene. I wanted this scene to play "music\my_music_file.ogg" when entering.

I added these lines to the scene_init.script:

Code: [Select]
#include "scripts\func_music.inc"

PlayMusicX("music\my_music_file.ogg");

That's it ? YES! Well ok, of course there is the included function:

scripts\func_music.inc:

Code: [Select]
// Music functions v0.2 (Jerrot, 2003-06-07)

global music1;
global music2;

function PlayMusicX(musicfile)
{
  //---------------------------------------------------------------------
  // Starts to play a musicfile. Uses a fading/crossover if another music
  // is already playing.
  //
  // Syntax:  PlayMusicX(musicfile)
  // Sample:  PlayMusicX("music\wintermutesong.ogg");
  //---------------------------------------------------------------------
     
  var old_channel, new_channel, counter;

  // when entering a scene, we don't know, which channel entity is
  // playing currently. so we have to check this here:

  if (music1.IsSoundPlaying())
  {
    old_channel = music1;
    new_channel = music2;
  }
  else if (music2.IsSoundPlaying())
  {
    old_channel = music2;
    new_channel = music1;
  }
  else
  {
    // in case no music was playing (e.g. when starting the game) we just have
    // to load the sound file into our channel entity and leave the function.

    new_channel = music1;
    new_channel.SetSoundVolume(100);
    new_channel.PlaySound(musicfile,true);
    return;
  }
 
  // this is a very simple crossover. counting to 100, the volume of the old_channel
  // is decreased to zero, while the volume of the new_channel is increased to 100.
  // the Sleep(50) command sets the speed of the crossfading.

  new_channel.SetSoundVolume(0);
  new_channel.PlaySound(musicfile,true);
  for(counter=1; counter<=100; counter=counter+1)
  {
    old_channel.SetSoundVolume(100-counter);
    new_channel.SetSoundVolume(counter);
    Sleep(50);
  }
  old_channel.StopSound();

  // That's it! Enjoy!
 
  return;
}


42
General Discussion / I feel sooo guilty...
« on: May 13, 2003, 02:10:36 PM »
Uh-ohhh, guess I'm a really bad guy...  :-[ - and WME got me:

Quote
Look me in the eye
I'm about to dive
Can you live your life
Without me

I don't need you anymore
I can't use you anymore
Killing the fire
And you kill my desire
I don't need you anymore

Well hello there, fellow hacker. Enjoy your visit :-)

well... err... "thank you" ? ;)


43
General Discussion / Games, games, games...
« on: April 09, 2003, 12:33:36 PM »
Hi,

so who else is developing a game with WME ? I know that "Our Still Unnamed Project Joe" is in work. What's with "Afterglow", is that project alive ?

I'm just wondering it's that quite here. Maybe there are just too less problems with WME. ;)

Jerrot.

44
Technical forum / My first and simple (and useless) DLL for WME
« on: April 05, 2003, 07:29:25 PM »
hi,

hey, the dll support works.  ;D

just wrote my first DLL (of course it's absolutely useless, since WME has its own Date Object) but maybe helpful for bloody C++ beginners like me. I got that "extern ..." line from some VC5 tutorial, maybe this is outdated, but it works.

Code: [Select]
this is my currenttime.dll :

#include <time.h>
#include <string.h>
extern "C" __declspec(dllexport) char *GetCurrentTime()
{
   char *line="";
   struct tm * tm1;
   time_t caltime;

   caltime = time(NULL);
   tm1 = localtime(&caltime);

   strftime(line, 200, "%I:%M:%S", tm1);
   return line;
}

and in the WME-Script:

Code: [Select]
external "currenttime.dll" string GetCurrentTime();
actor.Talk("Oh, it's "+GetCurrentTime()+" ! Time to lunch !");

 :D

45
Game design / 22 seconds...
« on: March 25, 2003, 01:06:38 PM »
hi,

maybe somebody would like to download this little 22 seconds MP3 (345kB) ?

i don't want to tell you too much more about it, i'd just be interested in ANY kind of comments (quality, possible purpose, what do you "see", ...) for this time.  :)

thanks!

uh - the link:
http://wme.jerrot.de/chapter3.zip

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