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

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Messages - Mac

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16
Obecné fórum / Re: Happy birthday to Mnemonic
« on: June 23, 2007, 05:20:50 PM »
Happy birthday!

Best wishes to you for the next year and all the following.

Mac

17
Game announcements / Looky - The Adventure (german version) online
« on: June 21, 2007, 11:09:28 PM »
Hi,

I'm proud to announce the release of the german version of the first half of our point&click adventure game Looky - The Adventure. The international version is still under development, but everyone speaking or understanding german is invited to take a round. The download size of the game is 668mb and it's available here:
Looky Homepage (in the german download section)

With kind regards
Mac

18
Technical forum / Re: Game.PlaySound doesn't work in compiled game
« on: June 02, 2007, 03:23:34 AM »
I just found out that I have to use "actor.StickToRegion(null)" when leaving the scene. Now it works perfectly.

19
Technical forum / Re: Game.PlaySound doesn't work in compiled game
« on: June 02, 2007, 02:14:04 AM »
Thanks again for your help. I found the bug. I did a sound fade to zero in a script and never set the volume back to 100%. By the way: I use "actor.StickToRegion()" in one scene. After visiting this scene my actor walks in front of everything. Is actor.StickToRegion() still active after I left the scene where I use it? And if so, how can I avoid it? actor.StickToRegion(null) or something?

Mac

20
Technical forum / Re: Game.PlaySound doesn't work in compiled game
« on: May 31, 2007, 05:50:03 PM »
I could upload a scene with a save game for you to test, where sound should be played but isn't. I got the size of the archive down to 75mb but it still would take some time to upload.

21
Technical forum / Re: Reset Game
« on: May 31, 2007, 04:51:09 PM »
I think Game.Reset() should do it.

Mac

22
Technical forum / Re: Game.PlaySound doesn't work in compiled game
« on: May 31, 2007, 04:49:48 PM »
No. There are no errors in the log.

23
Technical forum / Game.PlaySound doesn't work in compiled game
« on: May 31, 2007, 03:42:58 PM »
Hi,

I just found out that Game.PlaySound() doesn't work in our compiled game. When I run the game from Project Manager everything works fine, but not if compiled. Normally these things turned out to be directory problems in the package files but this time a simple
Code: [Select]
Game.PlaySound("schnakenfalle.ogg");with the file in the root folder of our SoundFX package isn't even working.

Any ideas?

Thanks in advance
Mac

24
General Discussion / Re: WME 1.7.2 (Mar 11 2007)
« on: March 11, 2007, 06:04:06 PM »
Very cool thing.  ::rock

25
General Discussion / Re: WME 1.7.2 (Mar 11 2007)
« on: March 11, 2007, 06:00:38 PM »
Thank you very much for the new version.  ;D The music crossfade problem is not fixed yet?

Mac

26
Technical forum / Re: Response adding problem
« on: March 09, 2007, 05:29:43 PM »
Hi,

it should work the way you described. Here's a part from our game that uses this stuff and works perfectly:
Quote
function Dialog_Standard()
{
  // var Responses;
  var Selected;
  var Antwort;
  var Time=Game.WindowsTime;
 
  var Loop = true;

  while(Loop)
  {
    // fill the response box
    if(GameChapter==1) Game.AddResponse(0, "/techno0218/Du hast also entdeckt, daß Mount Spuck aktiv ist?");
    if(GameChapter==2  && !Fertig_GangsterFinden) Game.AddResponse(0, "/techno0219/Was genau soll ich jetzt tun?");
    Game.AddResponseOnceGame(1, "/techno0220/Was sind das alles für Geräte hier?");
    Game.AddResponse(4, "/techno0221/Ich habe Dir genug Deiner kostbaren Zeit gestohlen.");

    // let the player choose one
    Selected = Game.GetResponse();

    if(Selected==0)
    {
      if(GameChapter==1) {
        actor.Talk("/techno0222/Du hast also entdeckt, daß Mount Spuck aktiv ist.","wi\looky\duhastalsoentdeckt.ogg");
.
.
.

Mac

27
General Discussion / Re: Happy birthday leucome
« on: March 07, 2007, 09:05:52 PM »
Hi,

thank you very much for the greetings. That I "nulled" is no problem - I felt old a long time before (and my spine, too). My best wishes to leucome, too.

Mac

28
Technical forum / Re: Game.PlayMusicChannel behaviour
« on: March 05, 2007, 06:52:20 PM »
Yes, you're right. I tested it with my headphones today and it's definitely the crossfade function as you say.

Mac

29
Technical forum / Re: Game.PlayMusicChannel behaviour
« on: March 04, 2007, 11:39:40 PM »
Just start the demo, hear the narco track. Go outside. Go back in and the narco track is played a lot more silent (for me at least).

Mac

30
Technical forum / Re: Game.PlayMusicChannel behaviour
« on: March 04, 2007, 11:04:30 PM »
Quote
it looks to me that it works fine. What wme version do you use?

I use 1.7.1. And it seems to work fine for you?

Quote
22:07: Runtime error. Script 'scenes\room\scr\scene_init.script', line 61
22:07:   Game.MusicCrossfade: Music crossfade is already in progress.

I also recognized this. It occurs if you change the scene too fast (while a crossfade is in progress). Is there a way around this? By the way, even if I wait till the crossfading is done, the sound issue occurs.

Quote
In this case, after the crossfade the music ends up playing at 60% volume of 60% (global) volume.
That would explain why the changes of the music volume slider affects the music that MUCH that it does actually in our game. But to get back to the example:  Even if you set the global music volume to say 10%, it's always played "loud" on a single Game.PlayMusicChannel() call. That can't have to do with crossfading, or did I get something wrong?

Mac

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