Please login or register.

Login with username, password and session length
Advanced search  


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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Eshaktaar

Pages: [1]
Game announcements / Mental Repairs, Inc.
« on: December 07, 2008, 09:10:46 PM »

Mental Repairs, Inc. is a short 2.5D point'n'click adventure and my first venture into using Wintermute. Maybe you remember me from another adventure called Murder in a Wheel.

Mental Repairs, Inc. puts you into the shoes of Henrik Liaw, machine psychiatrist. Henrik's unusual job is to repair defective electronic devices with his mind by entering their psyche and treating them from the inside. For this he uses the so-called Katharsis Interface, a wrench-like tool that allows him to establish a mental connection with a machine's artificial brain. Ever wanted to talk to an elevator with a split personality? Here's your chance.

The adventure starts when Henrik's PDA receives an emergency call in the middle of the night. The main computer of Rhosonit Engineering, a nearby construction company, experienced a nervous breakdown and needs to be repaired/treated immediately.

Here are a few screenshots (click for larger versions):

I already released the game several months ago, but only now I managed to finish the English translation (about 1400 lines and a lot of graphical text).

You can download Mental Repairs, Inc. (65 MB, English & German) from these locations:

Mental Repairs, Inc. v2.0 (FileFront)
Mental Repairs, Inc. v2.0 (MediaFire)


Fixed / TalkAnimChannel: Talk animation does not stop
« on: May 10, 2008, 08:56:46 AM »
The talk animation of my 3d actor only affects the jaw. To let the idle animation play while he's talking, I set TalkAnimChannel to 1, so the idle animation plays in channel 0 and the talking in 1. The animation works well (using actor.Talk("blah")), but the actor doesn't stop moving his mouth once he's finished his line(s), and even when he walks into other scenes his mouth is still doing a fish impression.
Is this a bug, or do I need to turn off the talk animation manually every time?

Edit: In case it's not a bug, I found a way to do it manually by overriding the Talk method in the actor's script. Here's the code if anyone else runs into this problem:

method Talk(Text)
   // stop the player if he's still playing locomotive motions like walking/running
   if (this.IsAnimPlaying("Walk"))

Bug reports / Strange Graphic Glitch with Texture Alpha Channel
« on: March 25, 2008, 07:20:08 PM »
Here's something rather puzzling: I've got a low-poly character whose hair makes use of the texture's alpha channel. The problem is that the transparency seems to be bugged on one side of the character:

Looking okay. Don't mind the floating strands of hair, I pulled them out for testing.

On this side, the transparency only works with fully transparent parts (i.e. black pixels in the alpha channel) of the texture.

As you can see, the glitch is only on one side.

At first I thought it had something to do with the polygons being mirrored, put by pulling out strands and simply rotating them by 180° I could make the glitch appear/disappear (as you can see with the hair above the character's head), and it didn't matter on what side (left or right of the character's symmetry axis) the polys were (the floating hair in the second image is behind the character, on his right side where all the "good" hair is).

I suspect it's got something to do with the polygons' normals. All the hair polygons on the left side of the character's head have normals which point to the left, and those are the ones affected. I made a small example 3d actor to test this, which you can download here:
Just copy the zip's content into the actors folder of one of your projects and look at the preview. The actor consists of two pairs of quadratic planes which got a texture with alpha channel on them. One pair faces forwards, the other one backwards. One of the pairs shows the same glitch, at least on my machine:

I could reproduce the glitch on two computers (one with an ATI and one with a GeForce card), so I guess it's not a problem with my PC. I tried both TGAs and PNGs, with no difference. I'm using 3ds Max with the Panda DX exporter, by the way. Can anybody else reproduce this?

Fixed / Crash when NPC is reset when walking
« on: February 25, 2008, 01:14:50 AM »
Hello, first post here!

I'm currently experimenting with WME to get a feel for what it can do, and I seem to have hit a bug:

I have an NPC that walks around the scene (inside an endless loop). When the player clicks on the NPC, I want the NPC to stop what she's doing until the player actor has reached her position. After a short talk, the NPC will then resume her walk. To stop the NPC, I call her Reset() function. Then the player actor says a line, and when the NPC is supposed to answer, the game shuts down.

I could recreate the bug in a simpler example here (NPC's script):

Code: [Select]
#include "scripts\"

this.GoTo(400, 470);

on "LeftClick"
actor.GoTo(this.X, this.Y);
this.GoTo(400, 470);

When I click on the NPC she stops and waits for the player actor to reach her position. But when the NPC is supposed to continue walking, the game crashes. Note that this only happens if I click on the NPC while she is still walking. If she stands still, the code works.

Pages: [1]

Page created in 0.021 seconds with 17 queries.