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Messages - Nebz

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Technical forum / Re: Settings Window
« on: April 27, 2009, 12:29:04 PM »
Many thanks!  ::rock

Technical forum / Settings Window
« on: April 27, 2009, 11:39:11 AM »

I was wondering if it is possible to run the settings window without automatically launching the game afterwards? I want to be able to use a launcher to start the game with specific parameters, but also give it the functionality of allowing the player to change the settings before the launcher runs the game. Thanks!


WME sources discussion / Re: Can't compile
« on: March 06, 2009, 08:42:33 PM »
Alright, I'll choose one of the above. Many many thanks for all of your help Mnemonic!  :)

WME sources discussion / Re: Can't compile
« on: March 06, 2009, 01:22:11 PM »
That did get rid of all those errors, many thanks! It did however make way for a new error:

fatal error LNK1104: cannot open file 'dinput.lib'   wme   wme

I hope that's the last of them.  :-[

WME sources discussion / Re: Can't compile
« on: March 05, 2009, 08:36:46 PM »
I ran into the same problem when trying to compile. After removing the "8" from the .h names I still get compile errors:

error C2065: 'WS_EX_LAYOUTRTL' : undeclared identifier ...\src\engine_core\wme_base\WinDialog.cpp 80 wme_base
error C2065: 'MONITOR_DEFAULTTONEAREST' : undeclared identifier   ...\src\engine_core\wme_base\HWManager.cpp   1062   wme_base
error C3861: 'MonitorFromWindow': identifier not found   ...\src\engine_core\wme_base\HWManager.cpp   1062   wme_base
error C3861: 'EnumDisplayMonitors': identifier not found   ...\src\engine_core\wme_base\HWManager.cpp   1129   wme_base
error C2065: 'SHGFP_TYPE_CURRENT' : undeclared identifier ...\src\engine_core\wme_base\BGameExHelper.cpp   320   wme_base
fatal error LNK1181: cannot open input file '..\..\lib\wme_base_d3d9.lib'   wme   wme

I have DirectX SDK (November 2008) and DirectX 9.0, and use Visual Studio 2008 to compile. Any idea what I'm missing?

Technical forum / Re: Keyboard.IsControl usage
« on: January 17, 2009, 06:26:30 PM »
I see. That makes sense. Thank you!  :)

Technical forum / Keyboard.IsControl usage
« on: January 17, 2009, 02:49:33 PM »
Hello!  ::wave  I'm new to the engine and this community and a little camera shy so don't all look at once!  :-[ I'm looking forward to ask a quadrillion questions, so I better get busy. ;D

Here's my first quandary:
I'm trying to add a quick save feature to our game by creating the hotkey ctrl+s. However, I'm uncertain of how to use this combination of keys together since nothing seems to happen when I do. I use the following logic:

if (Keyboard.IsControl && ( Keyboard.Key == "S" || Keyboard.Key == "s") ) 
    RunSaveMethod(); //at this point I print something to screen but nothing gets displayed

So... What am I doing wrong here? Any help would be greatly appreciated. Thank you very much!  :)

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