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Messages - donamin

Pages: [1] 2
1
Technical forum / Re: Is DCP file size-limited or not?!
« on: March 02, 2014, 12:33:04 PM »
Nice touch.
thanks Mnemonic :)

2
Technical forum / Is DCP file size-limited or not?!
« on: March 02, 2014, 10:16:29 AM »
Hello every body,
My project dcp file exceeds 2GB and now when i compile packages, the game won't work. When i remove some animations and reduce dcp file size, the problem is resolved. So i guess dcp file is size-limited.
Does anyone know how to remove this limitation? Or do i have to remove some of my art works?
thanx

donamin

3
Technical forum / Re: Crash Because of KERNELBASE.dll Module
« on: November 05, 2013, 10:08:35 AM »
Well, it's a little bit hard to say.
i have almost 10 scenes which i'm switching between them using changescene. after some changescenes, this runtime error is happened and game crashes. Maybe it's because of memory leakage, but i'm not sure.

4
Technical forum / Crash Because of KERNELBASE.dll Module
« on: November 05, 2013, 08:47:34 AM »
Hello guys.
Has anyone ever been faced with this crash report message? It's causing strange crashes in my game and it's driving me crazy!

Code: [Select]
wme.exe caused a in module KERNELBASE.dll

5
Technical forum / Re: Strange Crash When Playing Loaded Games
« on: July 05, 2013, 10:57:04 AM »
Well, i have some good news and some bad news!
I switched wme back to version 1.9.1.
Crash problem after deleting nodes resolved, but now there's a new problem!
This scenario sometimes (i don't know exactly when!) causes wme to crash:

Play Game -> Save Game -> Load Game -> Continue Loaded Game -> Save Game Again -> Load Game Again

when wme is trying to load again for the second time, wme crashes sometime!
and again, this seems to be happening in scrolling scenes only!

6
Technical forum / Re: Strange Crash When Playing Loaded Games
« on: July 05, 2013, 09:17:45 AM »
Some nodes are added/deleted all over the game. So after saving/loading this happens to. But after loading this causes wme crash.
I'm using wme 1.10.1 beta version.
I'll try to provide a minimal project soon :)
until then, don't you have any ideas?
thanx

7
Technical forum / Re: Strange Crash When Playing Loaded Games
« on: July 05, 2013, 08:41:20 AM »
please help!
i checked it again.
Scene.DeleteLayer() & Layer.DeleteNode() functions are causes to this crash! but i don't know what to do!

8
Technical forum / Re: Strange Crash When Playing Loaded Games
« on: July 04, 2013, 07:01:56 AM »
and for the record, this is the wme crash report:

Code: [Select]
wme.exe caused a EXCEPTION_ACCESS_VIOLATION in module wme.exe at 0023:0046B69A, CBGame::IsDirectXBound()+34842 byte(s)
EAX=00000000  EBX=00000001  ECX=00000000  EDX=00000000  ESI=00000000
EDI=FFFFFFFE  EBP=0018FA90  ESP=0018FA8C  EIP=0046B69A  FLG=00010246
CS=0023   DS=002B  SS=002B  ES=002B   FS=0053  GS=002B

9
Technical forum / Strange Crash When Playing Loaded Games
« on: July 04, 2013, 06:59:11 AM »
Hi
i've just encountered a strange problem.
i have a script which deletes some nodes of scene after some specific events. It works perfectly in game.
But when i save & load game and try to continue the game, that script causes wme crash exactly when i it's time to delete those nodes.
And the interesting point is that this problem only occurs in scrolling scenes! in other scenes loaded games work perfectly too.
any ideas? :)
thanx

10
Technical forum / Re: unload scene
« on: May 30, 2013, 02:52:00 PM »
i'm having this problem too.
it seems that scenes are not unloaded completely.
i'm trying to implement a pause menu. i implemented my menu using a new scene. i use changescene to pause menu when esc is pressed. every things works fine, but when i press "new game" button in pause menu which loads that scene  using changescene again, some elements of scene are missing!

11
Technical forum / Re: How to Disable / Enable VSync
« on: May 23, 2013, 10:44:44 AM »
Mnemonic: yes! it worked finally! ::rock

i use Game.SuspendedRendering = true before collision checking and when its done, i use Game.SuspendedRendering = false, and everything seems to be working fine!
thanx a lot guys, specially Mnemonic ::wave

12
Technical forum / Re: How to Disable / Enable VSync
« on: May 23, 2013, 10:28:56 AM »
Mnemonic: yes that's right. but scaling speed is useful when we're working on movements.
in my puzzle, i need to check collision of objects and it's computation is costly. what's your advice about that?

PS: i can't understand why this collision checking is done so fast when fps is high, but for low fps, this process takes a lot of time! i mean, vsync changes fps, but i think it's slowing my cpu too!

13
Technical forum / Re: How to Disable / Enable VSync
« on: May 23, 2013, 10:17:13 AM »
hubertMichael: different puzzle? this is one of my best puzzles! i prefer to somehow turn off vsync.

14
Technical forum / Re: How to Disable / Enable VSync
« on: May 23, 2013, 09:07:34 AM »
i did optimized my code as much as i could :(

15
Technical forum / Re: How to Disable / Enable VSync
« on: May 23, 2013, 06:24:38 AM »
one of our levels has a level which player must solve a "pick lock" puzzle. the collision checking needs a lot of computation, when vsync is off, it runs quite fast, but when it's on, it runs too slow!

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