Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jihar

Pages: [1] 2
1
General Discussion / Re: Latest stable: WME 1.8.10 (Feb 14 2009)
« on: February 25, 2009, 04:28:07 PM »
The reason simply is that WME does not scale. So if your game is 1280 and the screen only supports 1024 pixel, it won't work.
Well, its not clear for me - why? Its a serious (but the only one) problem for me... How can i support old hardware and be able to deliver great quality for gamers? Game resolution of 1024 is not enough! And... the only solution (except modifying sources) is to make 2 versions of the game? :)

2
General Discussion / Re: Latest stable: WME 1.8.10 (Feb 14 2009)
« on: February 24, 2009, 03:47:52 PM »
It relates to the fact that 1280 pixels don't fit in 1024 pixels. So you get no option to play it fullscreen. It's not wme related. If you use any other engine you'll get the same result.
Can u tell me the reason of it? I didnt know any reason for it (im not newbie and wme is not the only engine im using)!

3
General Discussion / Re: Latest stable: WME 1.8.10 (Feb 14 2009)
« on: February 24, 2009, 03:06:29 PM »
@Jinhar

It's not related to wme. That's normal behavior since your game's resolution is larger than monitor's resolution.
So it relates to ...? I dont see any problem to run the game, which was developed in 1280 on smaller full-screen resolutions, considering that game runs in window mode in native resolution... But its impossible to play the game that bigger than desktop :)

4
General Discussion / Re: Latest stable: WME 1.8.10 (Feb 14 2009)
« on: February 24, 2009, 02:48:37 PM »
I have such a problem - game resolution is 1280x720. One user is using display, that can handle 1024x768 max, and in settings he can not choose full-screen (button disabled). This problem occurs in wme 1.8.9, is there any changes about it in wme 1.8.10?

5
WME sources discussion / Re: Debugging
« on: January 27, 2009, 10:12:25 AM »
You don't want to run "C:\Program Files\WME DevKit\wme.exe", you need to run the compiled exe. Really only change the "Command line arguments" setting, leave the others the way they were (I don't have VS here so I can't tell you the exact names, but it's something like $(OutDir)\$(ProjectName).exe).
Thanks! It works! I was trying to make it in that way, but there was some problems, and that was problems on my side.
Thanks again!

6
WME sources discussion / Re: Debugging
« on: January 27, 2009, 09:45:24 AM »
Hm, not really. You need to set the path to your project in Project Settings->Debugging->Command line arguments.
Yes, thats the way im trying, but the command in my case is "C:\Program Files\WME DevKit\wme.exe", and arguments like you showed up.
The problem is that, for example, breakpoints does not works. Now i think that wme does not use wme_d3d9.exe.

7
WME sources discussion / Debugging
« on: January 27, 2009, 09:07:25 AM »
I have a problem with WME debugging. Im trying to make it by the analogy with plugin debugging, but my studio does not want to debug! Is there any special move that i must made before hitting debug? :)

8
Technical forum / Re: ANN: The future of WME
« on: December 24, 2008, 07:45:02 AM »
But unlike WME1, which started 2D and 3D features have been added later (for apparent reasons), I think it's better to treat 2.5D as a simplified case of full-3D.

I was happy to hear this! There remains only one thing to do - wait :)

9
Technical forum / Re: Patching the game. Scripts and existing save games.
« on: December 24, 2008, 07:40:19 AM »
The problem is that (how i think) save games contain all compiled game scripts

It doesn't contain ALL scripts, it contains all scripts that are RUNNING when the player saved the game. So changing scene scripts on the fly usually isn't at all necessary, because once the player revisits the scene, new scripts will be loaded (as mentioned in meta's book).
Some sort of manual reloading mechanism would only be necessary for scripts that run all the time and never finish, such as game_loop.script. This also applies to inventory items scripts, because those are loaded when the game starts, so even if you supply new scripts in a patch package, they will never be automatically updated.

Big Thanks! It was a truly exhaustive explanation!

10
Technical forum / Re: Patching the game. Scripts and existing save games.
« on: December 23, 2008, 04:08:18 PM »
Those questions are answered by metamorphium in his on-line wme book.
Thanks for link!

it IS possible but requires extra scripting. the game must be designed with the possibility and from the very beginning of the design should think of such patch. You can for example intercept the event which triggers when the game position loads and reattach all scripts which are running (which would refresh them) to their recent versions.
Great idea!
Here how i think it may be implemented for the project, that was designed without such patching in mind. For example we need to patch scripts of two types of objects - scene or scene node. We can create an object ScriptPatcher. This object have the list of objects in wich the scripts was changed. So we call this SCriptPatcher after Game.Load, he will check - if there any changed object loaded, and if any he will reload chandeg scripts of this object.
For example, i can store the list of changed objects in file:

<scene
  name = "scenes\scene_01\scene01.scene"
  script = "scripts\some_name.script"
/>

<node
  scene = "scenes\scene_07\scene07.scene"
  name = "some_entity"
  script = "some_entity.script"
/>

For scene i need only scene name, and for object i need scene name too (cause there can be entities with the same name in different scenes). And after all of this i need only to put all needed new scripts and update this file. Will it work, how do you think?

11
Technical forum / Re: ANN: The future of WME
« on: December 22, 2008, 04:07:06 PM »
Hello muties,
since some of you are asking about the future of WME, here's what's going on.
...

Thats a great news!

It will be superious to see features that cant be added by users. For example - i can add midi support, some extended sound features (like 5.1 support or DS3D\OpenAL\EAX), multiplayer support and many many more - i can add such features by myself. But i cant expand engine render. Multitexturing\Shaders\Post-effects etc - its almost impossible to add such features to wme 1.x. Its the only feature i really need in wme :)

12
Technical forum / Patching the game. Scripts and existing save games.
« on: December 22, 2008, 03:44:39 PM »
Here some questions about patching already shipped game. There is no problem in changing some graphics, sound or something like this. The main problem for me is how to patch game scripts, especially existing save games.
1. About patching scripts. Will the scripts updates in new path? If not i can make two pakages of data - one only for scripts and the second for any other game data. And in every patch if there any changes in game logic, i will manually replace or change script pakage. So if this solution will works (didnt tried yet) it will be convenient for me.
2. Patching save games. The problem is that (how i think) save games contain all compiled game scripts, and i have no idea how to patch compiled scripts inside the save game... Ill be very disappointed to notice the gamer that patch is not compatible with old saves.

Any ideas? May be its not so hard like it seems to me?

13
General Discussion / Re: Latest beta: WME 1.8.8 (November 15, 2008)
« on: December 20, 2008, 11:04:37 AM »
Thanks! I completely missed this. Fixed.
Thats great! Thanks!
Can you tell when this fix will be available for downloading? :)

14
General Discussion / Re: Latest beta: WME 1.8.8 (November 15, 2008)
« on: December 20, 2008, 07:41:45 AM »
Hi!
I have the following problem.
Game is 1280x720. My desktop resolution in 1280x1024. Lets imagine thats its the first run and registry path of my game is empty. So in settings window i choose "Maintain aspect ratio", not windowed mode (i want to run in full screen!) and checking "Dont show this window again". Game is running and everything is great (ratio 16:9)! Im closing game... Than i run it once again, settings window does not shows (cause i choose to do so) and i have ratio 4:3 or something like this... If i run the game with settings everything is ok, this bug appear only when im choosing to run the game without showing settings window. And registry is ok, Video\MaintainAspect is allways 1.
Unfortunatly i cant hide option "do not show this window again" in settings window (it will be the momental solution). I can manually set System\ShowSettings to 1 in each game run, but the gamer will ask - WTF? why this f*** settings window is always showing? ;)


15
Technical forum / Re: Memory Leaks
« on: December 12, 2008, 09:54:42 AM »
What is some advice from the pros to avoid memory leaks?  I know this can be a serious problem.  :)  I think it might be of interest generally.
Memory leaks is a very serios problem in any software product, and games and their engines not an exception. Developer must always remember this :)
The most heavy resources in our games (and wich you can control) - actors\their animation and sounds\speeches\music. We have big quantity of actor animations, thats why we have standart set of animations for every actor (walk\talk etc), and we are using MergeAnims on start scene to load unique animations for this scene. And UnloadAnims on change scene if its a global actor. If its a local actor (was loaded using Scene object), than you have no need to unload them, WME will do it for you.
In WMEngine theres some ways to control game memory, and it highly correlates with game optimization. For example, you can decide how to allocate some actors. Will it belongs to Game or Scene? If to Game, than you can load actor once for location, wich can consist of ten scenes (for example), reducing scene loading time. And if an actor allocating by Scene object, it means you will load actor for every scene, but actor will free his memory automatically on changing scene. In case of Game object you must to do it manual. So its some kind of balance between the need of manual control by allocation\deallocation and improvements in faster loading, more flexible memory consumption controling, and game performance.
But, big thanks to WME, you can move all responsibility to engine and dont think about memory at all. You'll only need to load every entity by Scene, and it will give you garanty of memory leak absence in your game.

Pages: [1] 2

Page created in 0.063 seconds with 19 queries.