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Messages - TheDerman

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46
Technical forum / Re: Some general sound questions
« on: November 12, 2007, 05:01:22 PM »
So, the global volumes affect the "wave" slider in the windows volume control? NOT, the master volume slider on the left side?

But there are three global volumes in WME, but only one wave output in the windows volume controls. So, if I set all three global volumes to different levels, how can that affect my windows wave volume?

Are the windows volume settings restored when we quit WME? Because all my windows volumes are in the same place that they were when I launched the game, even though I'm setting the global volumes in WME.

I'm really not trying to be difficult here.  :) I'm just trying to understand this. Maybe this could be added to the "improve the docs" section?  ;)

47
Technical forum / Re: Some general sound questions
« on: November 12, 2007, 12:09:48 PM »
Hmmm, I'm getting more confused now.  ;D

Currently in WME I'm setting the global volume like "SetGlobalMusicVolume" because I assumed that would then simply affect ALL the music in the same way. Whereas I thought "SetMusicVolume" only affected the currenty playing music?

So, what happens if I SetMusicVolume but then want to start another piece of music? Since I have stopped the currently playing sound, do I then need to reset the volume for the new sound? How will that work with having the player set volumes? Do I just set a simple variable value when they move the slider, and then set each new piecve of music to equal that variable?

Also, if setting the global volume to 100 means my computers output it set to it's maximum - I don't get that. I set the speech to 85, but my computer volume is no way 85% of what it could be - it's more like 20%. BUT, the speech in the game is lower than it is when I play the file outside the engine.

So, basically, how can I control the game wide audio, without affecting a person's personal computer volume settings?

And if it's automatically stored in the registry, how do I then get that information from the registry to set the slider positions?

48
Technical forum / Re: A little video help please
« on: November 12, 2007, 11:12:31 AM »
Maybe then, it could be programmed a different way...?  ;D

I understand people want to skip dialogues and videos sometimes, and that's their chocie, but also sometimes skipping these things just goes against the story and/or the atmosphere. Like my video is used more for dramatic effect than to tell the story - it does tell a little story, but you could still understand what happened without the video. But, without the video you lose all the dramatic build up, and surprise. So, the things that happens in the video would then just fall flat and people would be like "Big deal".

And also, sometimes people click by accident and then skip the video by accident, and there is no way to replay it so you'd have to reload a save game to replay the video, and you might not have a recent save game.

So, all in all, if it's possible, I think most things should be left up to the developer to either enable or disable, as they see fit. If it's possible that is.  8)

49
Technical forum / Re: A little video help please
« on: November 12, 2007, 10:42:27 AM »
Ok - I think I can do that.

But is there some reason why a left click has to skip the video? And a reason why it can't be disabled like dialogue skipping can be disabled?

50
Technical forum / Re: Some general sound questions
« on: November 12, 2007, 10:40:36 AM »
Ok - but what is the "percent" a percentage of exactly? Does setting the volume to 100 mean that that is 100% of my computer's volume setting as it currently is? Or what?

For example, the "volume" level on my computer (when doubl clicking the speaker icon) is almost at the bottom because that is where it's best, so if I set the volume in WME to 100 does it mean it will be the same as my computer's current level, or does it mean, it will put the computer volume up to the maximum?

Hope I'm making sense.  8)

And how do I write the volume level that the user sets in the game, to the registry? Are you saying that the volume values already in the registry are irrelevent? And that I should create a new registry entry to store the volume settings? And do I set the value of that new entry to the "percent" volume that is selected by moving the volume sliders?

51
Technical forum / Some general sound questions
« on: November 11, 2007, 05:18:54 PM »
Afternoon,

I'm looking at adding in some sliders to control the three sounds - speech, music, and sfx, and I think that is quite simple, but I just need a little clarification on some things.

For example, in the docs, it says this: "SetGlobalMusicVolume(percent)", so my question is what is the "percent" actually a percentage of? Does setting this value to 100 mean that I have set the volume to its maximum? But in the registry settings for the demo game, the volume settings are all 200. Does that mean the demo game volumes are all 200%? But again, 200% of what? Of my computer's volume setting?

Also, do I need to store the volume settings in the inventory? Or will they be stored in a save game file?

Thanks.

52
Technical forum / Re: A little video help please
« on: November 09, 2007, 02:44:54 PM »
Looking through the docs I see a "PlaySoundEvent" piece of code that can do something after a sound has played. Might a "PlayVideoEvent" not solve the problem I and others have had with the transitions? The scene could change then after the video had played...???

Also, another question - how can I stop a left click from skipping the video? I've already set it so that the player can't skip the dialogue lines that come before the video, but they can still left click to skip the video. The video is important storywise so it shouldn't really be skipped.

Thanks.

53
Technical forum / Re: A little video help please
« on: November 09, 2007, 02:07:24 PM »
Ok, thanks guys, I think it's ok now.

Playing the video in the second scene didn't really work because you got a flash of that scene before the video started, which didn't look right.

But the suspended rendering thing seems to have worked perfectly - now the video ends and the new scene shows up right away, making it all nice and seamless.   ::rock

Thanks.

54
Technical forum / Re: A little video help please
« on: November 09, 2007, 11:58:53 AM »
Thanks - I will try those things, and see if it helps.

I guess there's no way to play full screen videos, and yet still affect the game behind the video...? So I could change the scene behind the video as it's playing...?

Could a window be used for that? Put the Theora video as an entity in an entity container in a window, to fill the screen, don't make the window exclusive, and then change the scene as the video is playing? Can the scene be changed whilst a window is open? I'm not sure. This is only a one off video so I'm not going to be doing it all the time, so if I need to get creative, it's cool.  8)

I will try those other things first though.

55
Technical forum / A little video help please
« on: November 09, 2007, 11:00:55 AM »
Hi all,

I'm wondering if you kind folks can help me here.

I'm making a 1st person game, and basically I want to do this:

The player enters a scene, then from that viewpoint a video file plays, and the last shot of the video is the 1st person view of a different scene, so after the video is finished, I want to switch to that other scene, so it's like the player character has walked from one view point to another.

So what I did was have the script play the video, then after the play video code, I wrote the changescene code. This works but the problem is that for a split second after the video has finished it shows the original scene before switching to the new scene, which ruins the continuity.

Ideally what I need to do is change the scene whilst the video is playing full screen so that as soon as the video ends, the player is in a different scene. But I can't find anyway to do that because when the video is playing the timer stops and the game is in Exclusive mode or something, and I can't think of any other way to change scenes seamlessly the way I want.

So, does anyone have any ideas?

Thanks.

56
Technical forum / Re: Theora sound problem
« on: November 08, 2007, 01:57:04 PM »
Must have been something to do with VLC - I changed some things in the audio settings, converted the video again, and now the audio plays.  8)

Thanks.

57
Technical forum / Re: Theora sound problem
« on: November 08, 2007, 12:22:12 PM »
Ooops - sorry - I didn't think it would play the video, but I guess I assumed it would play the sound from the video in the preview window, since it said "error playing sound".

Anyway - the sound doesn't play in the game either - the video plays, but not the sound.  :(

I'm just using this to play the video:

Code: WME Script
  1. Game.PlayTheora("video\vid2.ogg");
  2.  

58
Technical forum / Theora sound problem
« on: November 08, 2007, 11:41:43 AM »
Hi all,

WME seems to have a problem playing the sound in my Theora videos.

When I click the video in ProjectMan, the preview screen says "Error Loading Sound", and this is what "ProjectMan.log" says:

10:39: ov_open_callbacks failed, result=-132
10:39: Error creating sound buffer for file 'video\vid2.ogg'
       returned: E_FAIL
10:39: Error loading sound 'video\vid2.ogg'
       returned: E_FAIL

The source file was an uncompressed AVI with WAV audio, and I've tried creating the Theora with VLC and ffmpeg2theora (0.19) - same problem.

The Theoras play fine in VLC and Window Media Player - just not in WME.

Any ideas?

Thanks.

59
Feature requests, suggestions / Re: contrast, brightness & gama
« on: October 22, 2007, 12:21:38 AM »
I think gamma control would be good, and since a lot of games offer this now, and have done for a few years, I think maybe a priority.

60
Technical forum / Re: window problem
« on: October 21, 2007, 08:05:28 PM »
I think it's because local variables are only effective within the block of code that they are declared and set. So you were setting MapWindow within a certain code block, but then trying to use a method associated with that window outside of the code block, so it doesn't work.

Even though you declared the varibale at the top of the script, you didn't set it to equal the window at the same time, so the variable only equalled the window within that code block further down. Outside of that code block the variable probably equalled null.

Setting the variable to equal the window at the top of the script means it's effective throughout the entire script.

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