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

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Messages - Mac

Pages: 1 ... 6 7 [8]
106
Technical forum / Re: TODO list online
« on: April 04, 2005, 08:27:24 PM »
Hi,

hopefully the bullet missed you ...

I tried, but without success. It doesn't matter what number I give the Scene.ScrollSpeedX command, the speed is always the same.

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

// here comes the stuff which initializes the scene

var EntZahnp=Scene.GetNode("Zahnsachen_Sprite");
var EntZahnpr=Scene.GetNode("Zahnsachen");

actor.SkipTo(2000, 680);
actor.Direction = DI_LEFT;
Scene.SkipTo(actor);
Scene.ScrollSpeedX=2;
actor.Active = true;

if(Game.IsItemTaken("Zahnbürste")==true) {
  EntZahnp.SetSprite("scenes\Apfelhaus\Zahnb_weg.sprite");
  EntZahnpr.Active=false;
}


////////////////////////////////////////////////////////////////////////////////
// scene state
global StateApfelhaus;


// default values
if(StateApfelhaus==null)
{
  StateApfelhaus.Visited = false;
  // add scene states here
}



////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables



////////////////////////////////////////////////////////////////////////////////
if(!StateApfelhaus.Visited)
{
  StateApfelhaus.Visited = true;

  // this is our first visit in this scene...
}

Thanks
Mac
 

107
Technical forum / Scrolling speed
« on: April 04, 2005, 04:04:57 PM »
Thanks for the reply.

I just tested ScrollingSpeedX set to zero, but without any affects. I compiled this scene from our game, so you could see how it works here if you want:

http://mac-bs.de/temp/scrolling.zip (8mb)

Mac

108
Feature requests, suggestions / Re: TODO list online
« on: April 04, 2005, 12:25:18 AM »
Hi mnemonic,

I just took a look at the todo list and I have some questions about symbols.

In the feature list, what do the 'x' marks mean ? And what about the '?' at the scrolling speed thing ?

Are the x-marked already done or currently being worked at ?

Thanks

Mac

109
Technical forum / Re: Problems with AVIs in compiled project
« on: February 14, 2005, 11:14:51 PM »
Another thing ...

Would it work if I gave them the '.dcp' extension too ?

Or does that conflict with the engine ?

Thanks
Mac

110
General Discussion / Re: Happy birthday Jerrot!
« on: February 14, 2005, 11:10:02 PM »
Best wishes from the Ruhrpott.  ::rock

111
Technical forum / Re: Problems with AVIs in compiled project
« on: February 14, 2005, 10:53:51 PM »
That's lightspeed man !

I see, so I will change it and get it to work now.

Thanks a lot
Mac

112
Technical forum / Problems with AVIs in compiled project
« on: February 14, 2005, 10:38:08 PM »
Hi there,

I got a problem with my videos. I have an avi intro video to play at the beginning of the game and in the project manager everything works fine. But when I compile my project and run it independently it doesn't find the avi anymore.

Here is something to look at:

The script that plays the video:
Code: [Select]
#include "scripts\base.inc"

var NeuesSpiel=Scene.GetNode("NeuesSpiel");
var SpielLaden=Scene.GetNode("SpielLaden");
var Einstellungen=Scene.GetNode("Einstellungen");
var Credits=Scene.GetNode("Credits");
var Quit=Scene.GetNode("Quit");


// Neues Spiel beginnen.

on "LeftClick"
{
  NeuesSpiel.SetSprite("scenes\startmenu\anims\neuesspiel_chosen.sprite");
  Sleep(250);

  GameChapter=0;
  MoorLoch_BaumGeschuettelt=0;
  Intro_Running = 1;
 
  Game.PlayVideo("intro\intro_sound.avi");
  Game.ChangeScene("scenes\vordemapfelhaus\vordemapfelhaus.scene");
}



////////////////////////////////////////////////////////////////////////////////
on "RightClick"
{
  // walk to the desk
  Game.Interactive=false;
  actor.Talk("Wenn Du hier draufklickst kannst Du ein neues Spiel beginnen.","hauptmenue\neuesspiel.ogg");
  Game.Interactive=true;
}

The wme.log file content:
Code: [Select]
22:07: ********** DEBUG LOG OPENED 14-02-2005 (Release Build) *****************
22:07: DEAD:CODE Games Framework ver 1.03 (Build 03), Compiled on Feb 13 2005, 11:29:54
22:07: Platform: Windows XP Service Pack 1 (Build 2600)
22:07: DirectX version: 9.0
22:07:
22:07: Scanning packages...
22:07:   Registered 2870 files in 9 package(s)
22:07: Initializing scripting engine...
22:07:   Script compiler is NOT available
22:07: Loading string table...
22:07:   321 strings loaded
22:07: Enumerating Direct3D devices...
22:07: Enumerating DirectSound devices...
22:07: Available video devices:
22:07:   NVIDIA GeForce4 Ti 4200 (accelerated)
22:07: Available audio devices:
22:07:   Primärer Soundtreiber
22:07:   SoundMAX Digital Audio
22:07:   EWX 24/96 Wave Analog
22:07:   EWX 24/96 Wave S/PDIF
22:07:   [kein Sound]
22:07:
22:07: User selected:
22:07:   Video: NVIDIA GeForce4 Ti 4200 (accelerated)
22:07:          Windowed:no  Colors:32bit  T&L:no  Multisample:0
22:07:   Audio: Primärer Soundtreiber
22:07: Maximum texture size: 4096x4096
22:07: Data initialized in 359 ms
22:07: Error opening AVI file '.\intro\intro_sound.avi'
22:07:
22:07: Shutting down...
22:07: Shutting down scripting engine
22:07: ********** DEBUG LOG CLOSED ********************************************

And here is a screenshot of my hierarchy in project manager:


Don't know what it could be.

Thanks
Mac

113
Technical forum / Re: Multiple mouse icons
« on: January 25, 2005, 08:07:51 PM »
I think that was what I was looking for. Will test it soon. And as always a lighning fast reply. What a service !

Thanks a lot.
Mac

114
Scripts, plugins, utilities, goodies / Re: WME Talk Scanner
« on: January 25, 2005, 08:04:47 PM »
I fixed the link. Hope it works now.

Mac

115
General Discussion / Re: #600 - The unofficial introduce-yourself thread
« on: January 25, 2005, 05:26:48 PM »
Hi,

my name is Marcus, I am 27 right now, but time's tickin' ...
I am from Duisburg, Germany and my occupation is something I forgot what it's called in english, I think something like 'process lead electrician' or so.

My beloved three are:
Sam & Max
Grim Fandango
Discworld 2 (simply because I'm a Terry Pratchett fan)

See ya
Mac

116
Technical forum / Multiple mouse icons
« on: January 25, 2005, 05:13:53 PM »
Hey wintermuters,

I have the following problem:

I have mouse icons (cursors) defined for my scene objects. A 'use' cursor for things you can use, a 'take' cursor for things you can take and so on. That's cool, but if I go onto such an  object with an inventory item 'in hand', the defined cursor and the inventory item are both displayed as mouse cursors. Is there an 'elegant' way to avoid this. I mean without checking for low level mouse events and running through all the possible objects if the standard mouse cursor has to be hidden ?

Thanks a lot in advance.

Mac

117
Scripts, plugins, utilities, goodies / WME Talk Scanner
« on: January 25, 2005, 04:52:22 PM »
I wrote a little app yesterday that scans all script files in a wintermute project for talk lines and extracts the following data to a CSV table:

1. field    =>   Folder where the scanned script is located
2. field    =>   Script name (the name of the script where this talk line is from)
3. field    =>   Line number of the talk line in the script
4. field    =>   Speaker (name of the in-script object that speaks)
5. field    =>   Reference to STRING.TAB (for example: /SYSENG0503/) if there is one
6. field    =>   The subtitle text (that is shown on screen)
7. field    =>   Speech audio file (if there is one)

For me, this is very very handy because you can directly see missing speech files, or get an overview how far I am with my translations in the string.tab file. I'm sure someone else will have a use for it, too.

Just copy the app to your projects folder (where your *.wpr file is) and run it. It will create a file called TALKLIST.CSV.

And here it is:
http://mac-bs.de/bullsoft/deutsch/download/TalkScan.exe

Have fun
Mac

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