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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Topics - Jerrot

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46
Technical forum / Build 020
« on: March 23, 2003, 06:05:17 PM »
Hi Mnemonic,

*wow*, what a great (big fat greek - no, I did NOT see the movie!) update! Thank you!

 - you can define a rectangular area on screen where the scene will be displayed - the scene viewport (i.e. scenes no longer need to cover the whole screen); it's useful for fixed interface elements

That was fast - you DID it! I just tested it in my verb bar demo without any problems, it really works! Yes, yes, YES... ;D

 - the engine is now able to rebmeber which scene nodes were active/inactive when the player leaves the scene and this state will be restored automatically after revisiting the scene (i.e. you no longer need to script this behavior manually); just check the "Remember nodes state" check-box in SceneEdit
  - scene entites have a new "Ignore items" property (in SceneEdit); if you set this property, the entities will act as non-interactive when the player attemts to use an inventory item on them - it's useful for example for the scene exits

Cool. Never had the idea the engine could make this work.

 - the GUI windows now can contain entites; this makes the whole GUI subsystem much more flexible; it allows you to create "intelligent" windows, such as items close-ups or a Runaway style inventory

OH!  :o So you did it before I could write it down in the wishlist. I tried to do something like this by creating buttons and running a looping script to imitate the low-level events,  asking for mouse-position and clicks and... now, I will be happy to delete this script. ;)

But how does it work now ? I tried to edit my window file and added the book "ENTITY" like in the "room.scene" file, but this doesn't work. Any hints ?  :)

Ohhh... I can't await coming home next week to play around with all these fine features...

47
Technical forum / Inventory and Windows...
« on: March 16, 2003, 04:03:48 PM »
And another one... just want to know, if this is possible.
I opened a window (yes, that %

48
Technical forum / eval() ?
« on: March 16, 2003, 03:15:20 PM »
Hi,

does a function like "eval()" exist ? I'm trying to convert something like this:

Code: [Select]
var action = "walkto";
button_walkto.SetImage(...);

to some kind of this:

Code: [Select]
eval("button_"+action).SetImage(...);

or

eval("button_"+action+".SetImage(...);");

thanks for help!

49
Technical forum / Windows
« on: March 14, 2003, 12:59:26 AM »
It's me again!  Verbbar man! ::)
(I don't even like verbbars... but it's a good practice!)

Mnemonic, in the wishlist forum you wrote:

* Verb icons + Text field "Talk to Woman", "Use Lever", etc. (LucasArts style)
Can be done using the GUI layer. Although, as I mentioned in another thread, you must design your scenes with respect to that; by default the scenes cover the whole screen.
Ok, now I've got my window "verbbar" at the bottom of the screen. No problem, if the game area can't scroll vertically (when its height is "screen.height - verbbar.height".)

Now - let's say I WANT the main layer to scroll vertically and I use the Room scene from the wme_demo.

So I adjust the floor region and expand the height of the main layer - now there is enough place for the verbbar, if the scene would scroll to the bottom.

But - uh - how could it scroll down now ? The actor cannot reach the bottom of the main layer, because you can't click it, the verb bar is there. The actor can only walk to the upper edge of the verb bar (and the scene does not scroll down there).

I tried to turn off the AutoScroll and manage the scrolling by an attached evil script with a "ScrollTo()", but this command somehow didn't work at all for me.

So finally : is there a trick to tell AutoScroll the height of the game area instead of the screen height ? Or something I just didn't think of ?

50
Technical forum / Layer.Active Bug ?
« on: March 12, 2003, 08:50:29 PM »
I'm currently creating some little example template for a verb bar. Now - here is my problem:

I created a layer ("verbbar") with some entities ("lookat", "talkto", "take"). Now when a dialog starts, I want the verb bar to become invisible, so I tried to deactivate the whole layer - which doesn't work. Will I just have to deactivate all entities of the layer or is this a little bug ? Maybe I just use it wrong, the documentation is quite short on the Layer object yet.

To check this out, you can use the wme_demo and add these lines at the end of the scenes\Room\scene_init.script:

Code: [Select]
var sky_layer = Scene.GetLayer("sky");
sky_layer.Active = false;
It should be the same problem, I would expect the sky to disappear, but it doesn't. (Finally I'm not sure whether it really makes sense to deactivate whole layers...)

Thanks!

51
Technical forum / Sprite Edit
« on: March 11, 2003, 07:57:57 PM »
nothing of importance, but - when I try to insert multiple frames in the sprite editor, it won't load them. It only works by inserting ONE frame, although I can select more in the file requester.

and it would helpful to have this lovely "apply to all frames" function for the colors (transparent, alpha), too.  ;)

52
Technical forum / crash problems
« on: March 06, 2003, 01:32:41 AM »
hi,

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.  ;)

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