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Topics - Daniel

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1
Game announcements / Adam Syndrome - Announcement
« on: July 28, 2007, 04:43:40 PM »
Hello Wintermuties,

After a very long time and a tremendous amount of work and dedication, we are announcing production of our new commercial project - Adam Syndrome.

We've also launched our new website as part of the game's announcement, so please visit us at www.darkmotif.com for the latest info about the game.

Adam Syndrome uses WME as the game's engine, of course.

Hope you like it :)

2
Technical forum / Exporting from MAX to X
« on: May 19, 2006, 03:48:32 PM »
Hi guys,

I need some assistance regarding the export of character models from MAX to X. I'm using MAX 8 and Panda Exporter 4.8.63.0 and my test case is the "Dr. X Mesh" sample that I downloaded from the Pandasoft site for the purpose of learning. This sample was made with MAX 7 but I think it should still work. (http://www.andytather.co.uk/Panda/Files/3dsmax7/Samples/DrXMesh.zip)

Now this sample comes with a .max file containing a mesh and a biped and there's also an .X file that is the result of the export. This X file plays animation perfectly in WME but the textures are loaded all wrong, and more so, I can't seem to recreate such a file with or without the textures problem. I tried many options inside MAX and in the Panda exporter itself but nothing I do brings me any closer to creating an X file similar to the one in the sample, or better - one that will load and play perfectly in WME.

If anyone has any experience with these things or can refer me to somewhere else on the web with a step-by-step tutorial on how to do this, please let me know cause I don't have any experience with such things and I'm a bit lost.

Thanks,
Daniel.

3
General Discussion / 3D characters over 2D backgrounds
« on: October 24, 2004, 09:27:00 PM »
I've been reading the latest reviews of Moment of Silence and Legacy: Dark Shadows and both of them seem to have problems with the 3D characters over the 2D backgrounds. I haven't seen it myself but the reviews said something about the characters standing out and at times looking as if floating on the backgrounds instead of standing on it.

I find it interesting to know if such problems are purely due to a sloppy job on the part of the art department or could it be due to a more serious problem with the engine itself. I find it hard to believe that in both cases, the developers chose to release the games like this. What do you think?


4
General Discussion / Project Joe "on hold"
« on: September 18, 2004, 12:41:15 AM »
I just heard about Project Joe being put "on hold".
Man, this is indeed sad news... I was very sorry to hear this :(.

5
Software and games / Posel Bohu
« on: June 12, 2004, 09:03:00 AM »
I have an odd question ::):
Has any of the Czech people around here ever played Posel Bohu? If so, can you please tell me in what way the concept of Nibiru is connected to it?

Thanks.

6
Technical forum / TAB key
« on: May 06, 2004, 09:48:20 PM »
I'm not receiving the TAB key in my "Keypress" event handler in game.script. Does anyone know anything about it?

7
Technical forum / Speech & System Exclusive Mode
« on: May 03, 2004, 11:44:19 PM »
Hi everybody,

I would like to play sounds while the user adjusts the volume controls as to supply feedback on the current volume. It works great with PlayMusic and PlaySound for the music and SFX respectively but what do I do with the speech volume? Is the Talk method the only way of playing sound via the speech channel? If so, how would I call the Talk method from my "Options" window when the window is displayed in system exclusive mode? The Talk method doesn't seem to work in this mode.

Any ideas?

8
Technical forum / Constant Values
« on: April 30, 2004, 10:11:29 PM »
Is there a way to define literals or constant values in my code, something like to the #define statement in C/C++? The closest thing I found in the demos is the const.inc file but it uses global variables. To tell the truth, the global variables were good enough but then I implemented my "New Game" feature in my Main Menu that makes use of the new Game.Reset() method. Since my constants are all global variables, Game.Reset() wipes them all to nulls so my only workaround is to make some InitConstants() functions to set values to all my constants (including DI_UP, DI_UPRIGHT, etc.) and that seems a bit strange. Is there another way?

9
Feature requests, suggestions / Suggestion: Slider Control
« on: April 30, 2004, 09:37:09 PM »
I just finished coding a generic slider control (using McCoy's SFX volume slider as a reference - thanks McCoy!) and except a small bug that I still have to sort out and an extra feature I still want to add, it works fairly ok as horizontal or vertical and for controlling whatever values I need it to control. Nevertheless, unless there is a reason not to do it, I think it would be better if a slider control will be added to the controls list of WME since it's very common for many games to feature sliders in their options window. Just a suggestion, anyway ::).

10
Feature requests, suggestions / save/load window
« on: April 28, 2004, 06:09:13 PM »
Out of sheer curiosity, what is the "save/load window" entry in the TODO list?

11
Technical forum / Save-Game Thumbnail
« on: April 23, 2004, 02:28:38 PM »
Hi,

I want to implement a CMI-like save-game mechanism in which a thumbnail of the about-to-be-saved game is displayed on the save window. I have a few ideas regarding how to implement this but none of them seem good enough. Any suggestions anyone?

12
Technical forum / Game settings window
« on: April 22, 2004, 03:23:40 PM »
The "Game settings" window is displayed each and every time I run the game from ProjectMan. Is that normal?

13
Technical forum / FadeOut and FadeIn
« on: April 19, 2004, 01:01:29 PM »
Hi everybody,

I want to use the FadeOut and FadeIn methods but I'm not sure where to place these calls. I want to fade out the current scene the moment the user clicks the "Options" button, then open the "Main Menu" window (that covers the entire screen) in system exclusive mode, and only then fade in with the "Main Menu" window already in place.
I tried to place the FadeOut and FadeIn calls in the most logical places but I get weird results. The FadeOut works fine but the FadeIn doesn't work at all. The "Main Menu" window just appears without fading in. In addition, the FadeOut (that worked the first time) stops working as I go back and forth between the window and the scene, they just disappear and appear without fading out and in, and even the FadeOut that worked the first time stops working.

Does anybody know what am I doing wrong?

14
Feature requests, suggestions / Saved Games Location
« on: April 18, 2004, 05:36:27 PM »
Hi,

It's so quiet in here... I really hate to break the silence but I'm new here and I still need some help...

Anyway, is there a way to configure the saved games location? As it is, they are being saved in the \saves folder under the game's directory or in a folder with the game's name under the current user's "My Documents" if the "Personal savegames" option is enabled. I looked in all the options windows and configuration files and couldn't find any way of changing that. Is there a way or is the location hardcoded into the engine?


15
Technical forum / Subtitles
« on: April 17, 2004, 01:23:06 PM »
Hi,

I'm using SubtitlesPosRelative = false to position the speech subtitles at the bottom of the screen. It's mostly ok but when the text reaches a certain length, it wraps to the next line. Basically, it's the right thing to do, but I want to be able to control the maximum text length before it wraps to the next line. Since I'm using the properties SubtitlesPosX and SubtitlesPosY to place the text at the bottom of the screen, I thought I would find also properties like SubtitlesWidth and SubtitlesHeight or something similar, but there are no such properties. Is there another way of doing this that I missed?

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