Please login or register.

Login with username, password and session length
Advanced search  


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 - jbw

Pages: [1] 2
Not a bug / Re: Fixed caption does not obey my settings
« on: May 06, 2008, 11:05:56 AM »
Set SubtitlesPosXCenter to false, then it should work as expected.
By default (for compatibility reasons) the SubtitlesPosX specifies the coordinate of the *center* of the subtitle.
Thanks for the hint. I should divine... Finally I left SubtitlesPosXCenter=true changing SubtitlesPosX to half-of-screen-width instead because I want subtitles to be centered. Anyway, it wouldn't be bad to add this info to WME Help.

Not a bug / Fixed caption does not obey my settings
« on: May 06, 2008, 10:12:53 AM »
As you can see at, the SubtitlesPosX is unemployed when SubtitlesPosRelative is off. Instead, WME always assumes X=0.

Bug reports / Re: string highlighting bug
« on: April 25, 2008, 12:02:03 PM »

the highlighting ist completely screwed, ".sprite" is black, while the rest is grey and the engine makes that purple bar which indicates script errors.

The \" sequence is misunderstood by color highlighter as escaped quote. To get rid of annoyning purples I always write such lines as follows:
Code: [Select]
If the path "items\png\" is used more than once, you can define it as constant named e.g. IPNG, then use:
Code: [Select]
ITEM.SetImage(IPNG+anythinguseful[i]+".sprite");with perfect highlighting.

Bug reports / Re: boolean evaluation inconsistency
« on: April 02, 2008, 10:44:07 PM »
I am not sure this is a right thing to do.

I am pretty sure it is. As you can see, my test routine displays what it get as argument and it is "1". This code is not just from my head, but from the working example.
I've done a bunch of tests to catch the truth about booleans. It doesn't matter if you pass variable referencing string object or immediately created object in the call itself, result is always the same.

I have experience of creating compilers, so I know this is the hell of implicit conversions. It's hard to track in mind all weird possibilities. In this case perhaps no string should match "true" (the easiest way), but if the one ordinary string of digits does, obviously the corresponding string object should match it as well.

Bug reports / boolean evaluation inconsistency
« on: April 02, 2008, 11:20:37 AM »
Code: [Select]
booltest(new String("1"));

function booltest(b)
  var q; if (b) q = "true"; else q = "false";
  Game.LOG("WME treats [" + b + "] as " + q);
  WME treats [1] as true
  WME treats [1] as true
  WME treats [1] as false

Fixed / Typo in Help
« on: March 05, 2008, 01:18:12 PM »
Script language reference -> Game object -> AttachScript()

Returns true if the script hs been executed succesfuly.

Should be has ?

Bug reports / compiler crash on indexing expression with function call
« on: December 02, 2007, 01:24:26 PM »
Code: [Select]
var x; //-- create new container

//-- create x.n1 entry in 2 steps
var n = "n"+ToString(1); //-- establish the name "n1"
x[n] = 1; //-- initialize entry under that name: so far, so good ;-)

//-- the same in 1 step is impossible because of compiler crash
x["n"+ToString(1)] = 1; //-- would you like the same, but smarter? forget it!

Done / suppressing Windows' AutoRun feature
« on: November 16, 2007, 10:32:11 PM »
Let's imagine the game installed on the HDD, but it reads some data from the CD occasionally. We may not keep the CD in the drive all the time, instead insert it on the request. If the CD volume have the "autorun.inf" file, each time it launches the game installer. In the fullscreen mode we cannot see it, but after the end of the game we have a bunch of "Setup" dialogs stacked on the screen.

Obviously it would be better to prevent from running wild things from CD at the time we're playing the game. Fortunately it is quite easy, as described on and needs only few lines of code. It requires access to the game's message loop so cannot be made as the plugin. Please do it for us Obi-Jan, as you are our only and last hope...

Fixed / bluescreen from ProjectManager
« on: November 02, 2007, 03:30:48 PM »
Fast changing selection of scene leads to Windows bluescreen or freezing computer to the death.
This happens if we switch from one scene to another without waiting for preview.

The scenario is: we are on the scene level in the tree (see column of folders with green picture), scenes are not expanded and selection is initially on the root, on "data" . We click on one scene, but oops, we missed, so we rapidly change selection to adjacent scene while the first one is in the middle of "loading preview..." state. Then computer no longer responds to the clicks or keystrokes or restarts itself or displays Windows bluescreen.

Of course it happens from time to time not so frequent if we are carefull and not fast-clicking person. But when I want to show somebody this effect, I can do this in less then half of minute of fast and random clicking on scene folders.

I think that it the level of complexity of scene icreases this effect, so please don't tell that WME Demo isn't affected by this (perhaps you're right) - I'm talking about true *heavy* scenes.

Bug reports / minor bug in ProjectMan - "2click trick" ;-)
« on: October 17, 2007, 07:07:23 PM »
1) Open sample project like WME demo
2) Expand any scene folder
3) Highlight scene file as shown:
4) Then expand another scene folder:
5) You can collapse recently expanded branch and return to the view 3)

So far, so good, so where's the trick?

You can repeat steps 4 & 5 continously without loosing focus from first selected file, but don't do it too fast.
On rapid expand/collapse PM recognizes your clicks as doubleclick and open selected file!
The fun is better if you have long dir and cannot see what is selected ;-)

Fixed / Main actor denies walking
« on: October 16, 2007, 02:25:04 PM »
The actress in our game stucks herself on the floor's corners.

I don't know it is really the bug, but we cannot find anything we can do to avoid this behaviour.
You can see what I mean at - blue lines belongs to the floor region, x-marks are waypoints. Actor can walk to the given position, but cannot walk out anymore. The scene have "Find path using 2D elements only" turned on.
The only way to release actor is to go to the other scene and return back, but it is not always possible in the game :-(

Bug reports / Re: volatile Delay value in SpriteEdit
« on: August 31, 2007, 01:43:21 PM »
I thought I've seen this bug mentioned somewhere. Now found it:

So, it is already in the TODO list (but in a cryptic form).

Obviously this bug affects every edit field of sprite frame, not only delay.
Typing in some field doesn't even trigger the "save changes" warning on exit.

Apparently SE does not flush currently focused edit control on leaving lower dockable window.

Fixed / unhandled exception in WindowEdit
« on: August 27, 2007, 06:58:07 AM »
Created new window in Project Manager, double click on it, launched WindowEdit, New, select main node, select Button, click in the red-bordered region...
(rough translation of "Odwołanie do obiektu nie zostało ustawione na wystąpienie obiektu": "Reference to object wasn't set to object's occurence")

System.NullReferenceException: Odwołanie do obiektu nie zostało ustawione na wystąpienie obiektu.
   w DeadCode.WME.WindowEdit.WindowDoc.OnSelectionChanged(Object sender, EventArgs e)
   w DeadCode.WME.WindowEdit.WindowDoc.OnMouseDown(Object sender, MouseEventArgs e)
   w System.Windows.Forms.MouseEventHandler.Invoke(Object sender, MouseEventArgs e)
   w System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
   w System.Windows.Forms.UserControl.OnMouseDown(MouseEventArgs e)
   w System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   w System.Windows.Forms.Control.WndProc(Message& m)
   w System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   w System.Windows.Forms.ContainerControl.WndProc(Message& m)
   w System.Windows.Forms.UserControl.WndProc(Message& m)
   w System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   w System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   w System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Zestawy załadowane **************
    Wersja zestawu:
    Wersja Win32: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    Wersja zestawu:
    Wersja Win32:
    CodeBase: file:///C:/Program%20Files/WME%20DevKit/WindowEdit.exe
    Wersja zestawu:
    Wersja Win32: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/
    Wersja zestawu:
    Wersja Win32: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/
    Wersja zestawu:
    Wersja Win32: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/
    Wersja zestawu:
    Wersja Win32:
    CodeBase: file:///C:/Program%20Files/WME%20DevKit/DeadCode.WME.Global.DLL
    Wersja zestawu:
    Wersja Win32:
    CodeBase: file:///C:/Program%20Files/WME%20DevKit/DeadCode.WME.Controls.DLL
    Wersja zestawu:
    Wersja Win32: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms.resources/
    Wersja zestawu:
    Wersja Win32: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing.resources/
    Wersja zestawu:
    Wersja Win32: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/
    Wersja zestawu:
    Wersja Win32: 1.7.93
    CodeBase: file:///C:/Program%20Files/WME%20DevKit/DeadCode.WME.Core.DLL
    Wersja zestawu: 8.0.50727.762
    Wersja Win32: 8.00.50727.762
    CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.762_x-ww_6b128700/msvcm80.dll
    Wersja zestawu:
    Wersja Win32: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    Wersja zestawu:
    Wersja Win32: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing.Design/
    Wersja zestawu:
    Wersja Win32: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.resources/

Won't implement / Re: non-rectangular walkplanes
« on: August 26, 2007, 08:17:08 PM »
walkplanes are used merely for positioning the 3D characters in the world and for the 2D<->3D conversions. For navigation one has to use the blocked areas and waypoints.
So, if our actor stands inside the walkplane and we click outside, he is walking only to the border of walkplane. Why? Because the border of walkplane *should* terminate walking? I think so. This is what we expect.
But if we have for example U-shaped walkplane and want the actor to walk from one arm to another, he walks across the borders and it is NOT what we expect.
As we can see: in some cases walking outside the walkplane is prohibited whreas in some cases it is allowed. 2d blocked areas used together with the 3d geometry makes no difference.
Anyway, defining true walk areas in 3d world could be much easier by simple "walkmesh" then by tenths of overlaped blocking boxes.

Won't implement / non-rectangular walkplanes
« on: August 24, 2007, 02:28:09 AM »
I'm not sure if it is a feature or bug or our misunderstanding, but we're unhappy that 3d lady can walk on rectangular walkplanes only. If we have defined walkplane with holes, she walks over such hole regardless of walkpoints. We have created simple demo (based mostly on original WME demo 3d) to show what we mean:

Pages: [1] 2

Page created in 0.05 seconds with 19 queries.