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Messages - Nebz

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1
Technical forum / Re: Settings Window
« on: April 27, 2009, 12:29:04 PM »
Many thanks!  ::rock

2
Technical forum / Settings Window
« on: April 27, 2009, 11:39:11 AM »
Hello!

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!

Nebz

3
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!  :)

4
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.  :-[

5
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?


6
Technical forum / Re: Keyboard.IsControl usage
« on: January 17, 2009, 06:26:30 PM »
I see. That makes sense. Thank you!  :)

7
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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