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Topics - TheDerman

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WME Lite / Problems
« on: November 06, 2012, 05:40:34 PM »
Hi all,

I'm really struggling here - I'm using the latest sources and dependencies as provided, but Wmelite definitely won't change the sound channel volumes at all. And the All the sprites that I put over the scenes for things that have changed in the scene are all expanded and out of alignment. This graphic issues is only present on Mac and iOS however - Wmelite on Windows seems fine.

Somebody else must have come across these issues. I can't be the only one. I can work around the volume issue, but the graphical issue is a pretty major thing. Is it the SDL thing? Or is it Xcode? Or is it something I need to do different with my sprites? There are several iOS games out now - someone must have an idea how to resolve this.

I would appreciate a little advice. Pleeeeaaaaassssseeeeeeeee........  :)

Bugs / Several issues
« on: July 11, 2012, 03:49:07 AM »
Thought I'd report some issues I've found which seem buggy - hope that's ok.  :)

SetMusicChannelVolume definitely doesn't appear to work for me - I've tried the same .dcp on Windows (XP), Mac OSX (Lion), and my iPod Touch - the volume level is simply not affected.

Also, the master sound volumes for Music, SFX and Speech, all appear to be the same, even though I have set them to be different.

The next 4 problems only seem to occur right after changing scenes.

I'm getting a lot of sound issues on all platforms - mostly random bursts of static and pops.

In OSX, sometimes after clicking to chang scene, there was static/pop and the scene didn't change - the screen faded out like normal but returned to the scene I was already on - if I clicked again, the scene changed normally. Didn't notice this in Windows or iOS.

Also getting some graphical glitches randomly - bars of colour across the screen, that kind of thing.

And the most worrying one - at one stage, in Windows, the game completely crashed on me - I clicked to change scene and the screen just went black, and I couldn't get out of it without turning off my computer.

Strangely the above 4 issues seem to be worse the first time I run the game - after that, they appear to lessen - first time on Windows, I was getting sound static and pops all the time, plus the crash - 2nd time, only one pop, and no crashes - I played it longer the second time. Same thing happens on the iPod - major sound issues (pops, randonly restarting music files, randonly jumping to another music file) the first time I load it - next time, no issues at all. Weird.  :P

Any ideas about these issues? Sorry if I've been vague, but that's all I have.  :)

Oh, and the game appears to run MUCH faster on Windows with WME Lite - is this normal?  :)

Technical forum / Double clicking a saved game
« on: November 22, 2011, 09:16:40 PM »
If a player loads a game by double clicking the savegame file in their save game folder, does the game's game.script get run before the game is loaded?

I have certain things that need to be set before any game starts, and so I set them in the game.script, which is fine if the player loads their save from the load menu, so I'm just wondering if my settings will be still be set if they don't load their game from the load menu.

Thanks.  :)

Technical forum / Volume help please
« on: November 08, 2011, 02:57:40 PM »

I'm really having some trouble figuring out a volume issue - I want to increase and decrease the volume of music at certain points in the game - I'm setting the globalmusicvolume - but this is causing problems since it puts it in the registry - basically if I set it to 100 at a certain point in the game, then save the game, then reload an old savegame where the volume needs to be 55, then because it's a registry value, the volume becomes 100, rather than 55.

Any ideas how to overcome this to ensure the volume is correct at all time? I'm all out of ideas.  :(

Technical forum / Packages and patches
« on: November 07, 2011, 05:40:10 PM »

I understand that the engine scans the packages at startup and uses the highest priority package, but I read a post that said if the same "filename" is present in both packages, the engine will use the file from the highest priority package - makes sense.

My question though is: I have a lot of scripts in my game with the same file name - they're just in a different path structure - it's a 1st person game so I use for example "to_node_001_left" for the file name of the script that allows you to turn to the left - and I use this filename in every scene that has a turn left option. So, is this going to be a problem if I wish to issue patches at some point? Or will it be fine as long I maintain the same file structure within the new higher priority package?

Thanks.  :)

Technical forum / Volume questions
« on: November 05, 2011, 05:35:56 PM »

Just some simple questions about volumes.  :)

When I use "Game.SetGlobalMusicVolume(50)", am I correct in thinking that the engine stores this value in the registry and not in a savegame?

What about if I set the volume of a specific channel? Are they stored in a save game? If I set channel 2 to 50% for example, and have channel 1 at 100%, will it still be set to 50% and 100% after I save, quit, then reload? And must I set the channel volume evrytime I start a new track playing in that channel, or will it stay at the percentage I specified until I specify another percentage?

If I wanted to have channel 1 at 100% and channel 2 at 50% for the whole game, could I just set those values in the game.script? Would that maintain those percentages throughout the entire game?

Thank you.  :)

Technical forum / Simple sound problem
« on: October 24, 2011, 07:16:29 PM »
Well...seems like it should be simple.  :)

I have music playing in channel 1 - I stop channel 1 with Game.StopMusicChannel(1);

Then, later in a new script in a new scene, I want some new music to play, so I have Game.PlayMusicChannel(1, "whatever.ogg");

But, the second music won't play. It will play in a new channel, but why can't it play in channel 1?

Thanks.  :)

Bug reports / Node state problem
« on: February 05, 2011, 12:46:12 AM »

Run into an infathomable problem, which seems like some kind of bug, but I don't know.

Anyway - I've got a scene, with several sprites which are set to inactive - I enter this scene from another scene, and everything is ok - I exit the scene back to the original scene, THEN, re-enter the scene with the sprites, but now....they're all active - there is nothing written anywhere to turn them active.

The thing is though, I had in the scene_int script, some code to make them all inactive again, after I had made them active by clicking on them - but I deleted this code, but it's almost like, it's been leftover somewhere in the game.....and is messing up the scene now.

I've added new sprites and they work fine - even named them similar names (using number and letters), and they work fine - renamed the existing sprites, and they work fine - so it's just these sprites with these particular names, which were mentioned in the now deleted scene_init script.

Seems like a bug. What to do?   :(

Technical forum / Checking Editor text
« on: September 24, 2010, 01:53:26 AM »
Hello everyone,

Is there a way to check to see if the text of an editor contains certain words?

I have a little search engine type input editor, and I can't be sure exactly what people will put in there, but I want to check to see if they have entered two specific words - regardless of whatever else they enter, I just want to check that they've entered these two words, and if they have, bring up a new window which shows the "search results".

Can I do that? I can't find anything.

Thank you.   :)

Software and games / trueSpace 7.6 now FREE for all
« on: July 24, 2008, 10:56:46 AM »
Hey Muties,

Had a nice little surprise in my emails this morning. 3D modelling and animation software trueSpace 7.6 has now been released for FREE, which I guess, is AWESOME!!!   ;D  ::rock

In case you don't know, trueSpace is a great piece of software for 3D modelling and animation - it's feature packed, and can be used to create real professional quality work.

Also, it's very easy to use, so if you're a 3D novice or beginner like I was, trueSpace will be a great piece of software to learn on.

Also released for FREE are all the video courses. Obviously these are basically video tutorials, showing you how to use trueSpace's features to achieve certain things, and again these are invaluable for the beginner.

So, if the price is right.......what are you waiting for???

This is the post from the trueSpace captain, Roman:

And here is where you can get it:


Technical forum / Game Explorer Add problem
« on: May 13, 2008, 03:32:31 PM »

I'm using Inno Setup, and I have added the appropriate -gameexploreradd etc. parts to the setup file. Everything was working fine with this previously - the game installed with no problems, and integrated with Game Explorer.

But now, for no apparent reason I'm getting an error when trying to install the game. When the setup gets to the -gamexploreradd part I get an error with the "Send", "Don't send" things. I get the same error when uninstalling the game. Problem is with the "game.exe" file, and something to do with "ModName:kernel32.dll"

I remember I had this problem once before, and back then it seemed to be linked to the file. In the game explorer strings section, if I used the www, after http:// for the websites, then I seemed to get the above mentioned problem, but if I didn't use WWW, then I didn't get the problem. So, I thought that was the issue for whatever technical reason (which I would not understand anyway  ;)).

But now I'm getting this issue again, and I haven't changed anything with the game except that I've added a new scene, added a Theora video, and changed a few script lines.

The game installs and runs fine even with this issue, so I think the problem is the game explorer part of the install. The problem was there with 1.8.1 and is still there with 1.8.6

Sooooo, any ideas...?


Technical forum / Load window on Keypress
« on: December 09, 2007, 05:18:37 AM »
Hey all,

How can I load a window when I press F5 at any point in the game?

I tried to add to the "Keypress" section of game.script.

I added:


...after the escape key code, but it won't load my window.

Do I need to do something else?


Technical forum / Response audio file
« on: November 19, 2007, 09:16:18 AM »

How do I add audio files to responses? I've got all my dialogues setup, and the normal line audio files setup, but AddResponse doesn't seem to mention audio files, so I don't know where to reference them.


Technical forum / Window button/static scripts
« on: November 15, 2007, 08:21:27 PM »

I'm trying to make volume sliders in a window, and I'm wondering how to make a button or static control dragable?

The way I did it for a torn note puzzle was to have a loop on "LeftClick" which positioned the note pieces wherever the mouse cursor was, and then on "LeftRelease" locked them into a position.

I was thinking I would make my volume sliders in a similar way, but the difference is the torn note was in a scene, whereas my volume sliders are in a window.

So, can button or static controls have LeftClick and LeftRelease handlers somehow - maybe in their own scripts? I haven't come across this, as normally the window has a script, and it's just on "ButtonName" to do something, but I don't see how I could do what I want, with just that.


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

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?


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