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Topics - Mnemonic

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Software and games / Windows Media Player 12 maximize fix (Windows 7)
« on: October 30, 2009, 08:05:01 PM »
Note: This is not related to WME. I just post it here because I have no better place to put it :)

The problem

Windows 7 includes Windows Media Player 12. This version separates the library view and the "now playing" view and it stores previous window position separately for each view. However, it doesn't remember window state of the "now playing" view. As a result, even if you maximize the window, close it, and later open some video file from Windows Explorer, the WMP window is never maximized.
I like my Media Player window to always start maximized, and judging by people's response to WMP12, I'm not the only one. I consider this behaviour a bug in WMP12.

The solution

I've written a simple utility, which ensures that WMP12 always starts maximized. You can download the installer here:

The installer installs the utility and makes sure it's executed every time Windows 7 starts.

What does it do?

This utility monitors the registry key which stores previous window state of Windows Media Player. Whenever this key changes to non-maximized (typically when you quit WMP), this utility restores the key value to maximized.
It uses the registry change notification API, so it doesn't have any negative impact on your PC's performance.

Known issues

When you uninstall the utility, it keeps running until you reboot Windows.

I hope someone will find it useful.

Disclaimer: The software is provided "as is", without warranty of any kind, express or implied. In no event will the author be liable to you for damages, including any loss of profits, lost savings, or other incidental or consequential damages arising out of your use of or inability to use the Software, even if the Author has been advised of the possibility of such damages.

Scripts, plugins, utilities, goodies / Shader preview
« on: October 03, 2009, 05:10:03 PM »
Hey guys, I've put together a project in WME which allows you to preview effect files on a teapot model. It will be included with future versions or WME DevKit.

Requirements: WME 1.9, Direct3D 9

Usage: Place your fx files into the "effects" subdirectory of the project directory. Run the project from ProjectMan. It displays a teapot model and lets you choose / reload / remove an effect file. You can also change background image (those are loaded from scenes\Room directory, you can add custom png files there).

I included cremen's outline shader (thanks). If you have effect files to share, please post them in this forum and I will bundle them with future versions of this project.

WME updates and announcements / Latest stable: WME 1.9.1 (January 1, 2010)
« on: September 26, 2009, 03:26:33 PM »
Hi muties,

here is another incarnation of WME 1.9 series:

WME 1.9.1 installer download (17MB)

(Note: Saved games are compatible with WME 1.7.2 and later)

Version 1.9.1 (January 1, 2010)
  • New methods for setting effect parameters from scripts: actor3d.SetEffectParam(), actor3d.SetEffectParamVector(), actor3d.SetEffectParamColor().
  • New script method for retrieving 3D light position: Scene.GetLightPosition().
  • When using the "maintain aspect ratio" feature in full-screen, mouse pointer is confined within the visible area and it no longer hides underneath the black borders.
  • FIX: Crash when using Game.NumItems before any other inventory-related method.
  • FIX: Occasional crash when frequently changing talking sprite of an entity.
  • FIX: Black frames briefly displayed in the beginning of theora video playback.

Version 1.9.0 beta (September 26, 2009)
  • Support for advanced materials defined by effect files (i.e. shaders).
  • New methods: Game.EnableScriptProfiling() and Game.DisableScriptProfiling() for gathering script execution time statistics.
  • SceneEdit and ProjectMan are now using DirectX 9.
  • FIX: FadeOut methods were changing the color of black bars when using aspect ratio correction.
  • FIX: Game.SetMousePos() and actor.CreateParticleEmitterBone() were broken when using aspect ratio correction.

Technical forum / MOVED: Fade problem
« on: September 11, 2009, 02:27:16 PM »

Technical forum / MOVED: VAL_BOTTOM failed
« on: August 27, 2009, 01:32:38 PM »

Game announcements / Rosemary
« on: June 25, 2009, 02:43:54 PM »
A new wme-based game called Rosemary has been brought to my attention.

When Rosemary discovers a photograph of a forgotten friend, she is driven back to her old haunts to piece back together her memories and unravel what happened to him. She finds herself questioning her memories of the people and places she interacted with in her childhood. Rosemary is a point-and-click adventure game with a twist: the player has to explore and arrange the memories of the character in order to solve the mystery of the game.

Find out more on Rosemary's homepage:

Community bulletin board / WME is 6 today
« on: January 12, 2009, 09:37:15 AM »
It's totally unbelievable for me, but it's been six long years since the release of a first public version of WME. No doubt it came a long way since then. The last year was particulary successful, in my opinion. Many excellent and popular games were released in 2008, which is something that makes me very proud and happy.

However, since software ages faster than humans, 6 years is quite an old age for a game engine. For that reason one has to start thinking about the future. I already announced that I was now concentrating my efforts on a new generation engine (codenamed, surprisingly, WME2). Also, this weekend, the engine code of WME1 silently became open.

I don't know about you, but I see the future of WME in bright colors :) There are some cool looking games to be released and the development of wme2 is going well (albeit slowly).

I would like to thank you all WME users and IRC regulars for your support, for making great games and for helping each other. Cheers ::beer

Update: I have just been told that WME is six, but still acts like 3 years old, oh well :)

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