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Messages - Drax

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31
Technical forum / Re:inventorywindow buttons
« on: April 13, 2004, 07:15:26 PM »
Is the Scrolling procedure so dead slow?
 I mean It haven't to mermory all my clicks, but reacting on every click, whithout changeing mous position every time. I'm not intended to click on the button like a mashinegun ;)

It would be interesting if It is just in my Inventory. But I can't believe that. If anybody has the fancy to add a lot of items and trying to click as fast as he can to the end (right) and back to the beginning (left). It very hard and if you should do that a whole times (playing a adventure) it's realy distempering.

I hope its not just a mistake in my game
 :-X

32
Technical forum / Re:inventorywindow buttons
« on: April 13, 2004, 06:50:33 PM »
No Problem.

Fast clicking the buttons in my inventory isn't possible.

I always have to move my mouse a little bit before I can click again. So I can't do this multible clicking thing to get to the first Item if i've been at the last.  :-\ Clear?

With a lot of Items it's very nerved to get from the left to right, because I can't click fast at the button. I always have to move the mouse or wait till the next click is noticed.

It would be nice if i can click fast and multible times and the invetory scrolls as fast as I click. The cream of the crop would be that I could hold the mouse down and the inventory scroll till I release.

   

33
Technical forum / inventorywindow buttons
« on: April 13, 2004, 06:18:13 PM »
I have a little problem with my inventory buttons.

I had a lot of Items and if I wan't to scroll it's more then just uncomfortable. I always have to move my mouse after clicking one item onward, if I don't do, the buttons won't scroll the items.
So you can't click fast through it, an it semms to stuck every few clicks.

Lakeside does the GUI gfx in the game, but I think he only removed the standart gfx.

I'm asking because I can't find some scripting for the inventory anywere.

DraX




 


34
Technical forum / Re:error loading sprite
« on: April 12, 2004, 09:44:26 AM »
Now I opened the file with the editor and added the missing "scenes\" path. now it works.

May it be, that the sprite edit just can handle a limited number of subfolders?

ThX for help.

35
Technical forum / Re:error loading sprite
« on: April 12, 2004, 09:36:48 AM »
The path of the files  are not correct. They where gotten by the spriteedit's browse function. Don't know how it can happen. ???

36
Technical forum / error loading sprite
« on: April 11, 2004, 06:46:57 PM »
Hi,
I have a little problem with a sprite.
I've created a sprite with sound files. The sound files are stored where the sprite tries to load, and the gfx are stored in the right place, too.

It works in spriteedit, and opens it correct in spriteedit, but can't play it in sceneedit and in the game.

Here the log file:
Quote
19:45: Error opening sound file 'strand\music\snore1.ogg'
19:45: Error loading sound 'strand\music\snore1.ogg'
       returned: E_FAIL
19:45: Error loading sound 'strand\music\snore1.ogg'.
19:45: Error opening file 'strand\entitys\bob\sprites\bob\bob_s_00.bmp'
19:45: CBSurfaceD3D::Create failed for file 'strand\entitys\bob\sprites\bob\bob_s_00.bmp' - error loading file
19:45: Error loading SUBFRAME
19:45: Error parsing frame 1
19:45: Error parsing SPRITE file 'scenes\strand\entitys\bob\sprites\bob_snew.sprite'

The gfx files are displayed right and the sound is played correct in projectman.

Maybe a bug?

THX DraX

37
Technical forum / Re:DeleteResponse ?
« on: April 09, 2004, 10:56:47 AM »
isn't it possible to store the text in a global variable and if the text ist asked the first time then just store the other string in it.

Code: [Select]
global text="old text";
Code: [Select]
actor.Talk(text);
and the after the question is asked:
Code: [Select]
text="new text";


I think it should work.

Edit: as response it should work the same way

38
Technical forum / Re:saving properties
« on: April 06, 2004, 06:43:45 PM »
I'm pretty happy. ;D

Now it loads from reg. I controlled with regedit and all the values are changing correct.

ThX a lot

DraX

39
Technical forum / Re:saving properties
« on: April 06, 2004, 04:54:30 PM »
what happens if I try to load and I not set it before.

It would happen at first time of loading my property window. Would it be null or would it throw an exeption? (Log file)

40
Technical forum / Re:saving properties
« on: April 06, 2004, 04:39:43 PM »
I can't say it often enough, I love this engine!

I've thought, that I have to code (in my favorite methode: try and fail  ;)) for the next week to solve this load and save thing, but In Wintermude it's a thing of a few minutes.

ThX for help to all.

DraX

41
Technical forum / Re:saving properties
« on: April 06, 2004, 01:16:27 PM »
That's the comfort I used to.  ;D ;D

You mean I only have to say Game.RegWriteNumber(bla) and It will be in the registry. Without doing something else.

But I need to have more than one Number. It always has to have a (var) name and a value.  ???

Maybe I misunderstanding that now.

 :-\        

42
Technical forum / Re:saving properties
« on: April 06, 2004, 12:49:51 PM »
I've read a little bit in the wme help and the dll support should be the better and easyer solution.

43
Technical forum / Re:setting sound volume
« on: April 06, 2004, 12:47:01 PM »
uppsss.... ::)

that's ambarrassing.

(But for my excuse, a minute before programming that code, i've set the subtitelspeed and that's a var and no method)

thx

44
Technical forum / Re:saving properties
« on: April 06, 2004, 12:42:39 PM »
yeah. that looks great.
 
It has not to be a file at all. If I can load and save the variables its absolutly sufficient.

I will try accommodate your script when im at home again.

But i think I have to ask once more in this threat. ;D

45
Technical forum / Re:setting sound volume
« on: April 06, 2004, 09:47:09 AM »
ok.

Here the game.script (at the top)
Code: [Select]
Game.SetGlobalMusicVolume=60;
Game.SetGlobalSFXVolume=80;
Game.SetGlobalSpeechVolume=100;

And in the scene_init.script
Code: [Select]
Game.PlayMusic("scenes/insel/loopinsel.ogg");
I don't think there's other code influences the music.

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