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Messages - eborr

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Technical forum / Re: Play sound when cursor is hover response?
« on: October 06, 2022, 02:23:42 PM »
yep there are mouse events - mouse leave and mouse enter  - which can be linked to a PlaySound method.

Technical forum / Re: No more updates for Wintermute?
« on: November 03, 2019, 07:34:10 PM »
I share your views however to take WME from where it is now to where it would need to would involve a fundamental re design and re write. Our current project K Nossos is the last one we will use WME for. It gives me no pleasure to say that, but simply a pragmatic realisation that in order to make our products a little more flexible in respect of the platforms we want to support then going to another engine is the only answer.

Technical forum / Re: A "Health Bar" in WME
« on: September 06, 2019, 11:52:35 PM »
to add to what has already been said there are two aspects to the health bar, one would be how you show it on the screen, and that could easily be a sprite with 10 frames, if we were to go by the example of showing steps of 10%, the other way would be how you represent it as data. I am not sure from your description as to whether you are looking at an overall health bar, or you want to attach a health bar to  npcs in some way

Technical forum / Re: Asterisks while typing
« on: December 28, 2018, 12:27:24 AM »
I have not thought this through to much - but I dont see the need for an editor control would be necessary, a normal static should be enough

 p code would run something like this

define illegal chars
var somestring
while not illegal
   while not return
        input key
        somestring = somestring+key
        static. Text - Static.Text + "*"


static.text = " "
continue processing somestring

not tested - but that would be my start point

Technical forum / any thoughts
« on: April 05, 2018, 01:21:33 PM »
---------- wme 1.10.001 crash report: 05-04-2018, 13:16 ----------
wme.exe caused a EXCEPTION_ACCESS_VIOLATION in module <UNKNOWN> at 0023:3C746573
EAX=3C746573  EBX=00000001  ECX=0F888788  EDX=005C568C  ESI=00000000
EDI=FFFFFFFE  EBP=0019FDD0  ESP=0019FD1C  EIP=3C746573  FLG=00010246
CS=0023   DS=002B  SS=002B  ES=002B   FS=0053  GS=002B
Stack trace:
0023:3C746573 (0x1F28AB28 0x00000000 0x0001FD74 0x5DCDCB21) <UNKNOWN>
0023:0047385E (0x00000000 0x0019FDF8 0x00000000 0x0476EE08) wme.exe, CBGame::IsDirectXBound()+68062 byte(s)
0023:00483FDD (0x00000000 0x00000000 0x00000000 0xFFFFFFFE) wme.exe, CBGame::IsDirectXBound()+135517 byte(s)
0023:00406B78 (0x00000001 0x00000000 0x2C7238A0 0xFFFFFFFE) wme.exe
0023:0044F916 (0x2C7238D0 0xFFFFFFFE 0x00000000 0x00000001) wme.exe
0023:00401066 (0x0476B2E8 0x00400000 0x00000000 0x026C48D4) wme.exe
0023:0040110D (0x00216000 0x73F68630 0x4D5B8C69 0x0019FFDC) wme.exe
0023:73F68654 (0x00216000 0x7958E31D 0x00000000 0x00000000) KERNEL32.DLL, BaseThreadInitThunk()+36 byte(s)
0023:77164A77 (0xFFFFFFFF 0x77189ECB 0x00000000 0x00000000) ntdll.dll, RtlGetAppContainerNamedObjectPath()+311 byte(s)
0023:77164A47 (0x0054C3D2 0x00216000 0x00000000 0x5276FBE9) ntdll.dll, RtlGetAppContainerNamedObjectPath()+263 byte(s)

Technical forum / Re: Fix to Tru-Type Font Problem
« on: January 03, 2018, 01:10:48 PM »
@anarchist, thanks for the info, that would seem to be exactly the data I am looking for.

@hcdaniel, good suggestion, however we are a far way in with our application, and although we don't use any explicitly 3d calls I am nervous about moving to lite, having no experience with it, and being a fair way in with application development. I am also unsure about the implications with using some of the libraries in lite, both from a technical, and/commercial point of view

Technical forum / Re: Fix to Tru-Type Font Problem
« on: December 31, 2017, 01:40:46 PM »
Thanks for the extra info - if the font size is a custom setting in windows then somewhere that information should be available.

This is my current plan -which will address the issue.

1. To create a series of alternate font directories at the moment 1 am looking at 100% and 125% - but there is no reason why I can't do more
2  Create a short "compatibility" program which will demonstrate a series of screen labels and then allow the user to select the one which works best with the environment
3 The selection will be stored as a registry entry
4. On loading the game,  -dependent on he registry value, a global path to the correct font files will be set

Not perfect - the better option would be able to access the setting automatically - but until I can do that this will work

Technical forum / Fix to Tru-Type Font Problem
« on: December 19, 2017, 09:35:07 PM »
I know a number of people have suffered from the problem of screen text appearing larger on the screen on some computers than others.

This issue appears in windows 10 and only on laptops which have physically smaller-higher resolution screens.

Typically the graphic drivers which support these screens will display text at 125% of the font size.

To fix the problem my solution is to create a second font directory and when you are running on one of these smaller high resolution screens you set the font attribute to files in this directory.

I still have to figure a way of "discovering" the screen size - I have a couple of ideas in mind - one of which will involve external code - but it's quite a complex fix - the other is within WME - but I am not sure fi this works

you need to set the sleep to between 5 and 10 otherwise it will take ages to cross the screen

to get the KNOSSOS demo

also on itchio and gog - but I don't have the links

Not wishing to sound harsh but all you do is to reset the x,y coordinnates for each object within a loop. I dont have access to a win box at the moment but the code goes something like this

Myobejct.X =0;
while (Myobject.X <Screensize+objectsize)
    Myobject.X = Myobejct.X +1;
    SLEEP(<some int >);

Obviously this ie not pure WME script but I hope you get the general idea. You set this up as a script you can call, and invokr it for the duration. If you want to see this in action look at the cars in the background in the K'NOSSOS tutorial.

thanks for the pointer but I can't seem to find the relevant text to change

Technical forum / Re: Mirror reflection for 2D character
« on: November 03, 2017, 12:32:03 AM »
Sorry to disappoint, there is no such automatic feature, but if it's important then no doubt you could "fake" the effect by creating a suitable 2D graphic, you could trigger in with an actor entry event to a region.

With sufficient attention to detail, you could creating a pleasing effect

"smoke and mirrors" as they say in the trade.

Just to add one or two other people are taking notice.

We got a recommendation to one of the best free games of the week at PCGamer

there's still a bit of power in the old engine

this one is bothering me to, I cannot find a solution, I was hopeful that adjusting the caption would change this, but it's not the case

Technical forum / Forcing a response window to close
« on: February 22, 2017, 04:53:06 PM »
I wanted to programmitically  force a response window to close. Seemingly this is not possible as the visible state of the object cannot be altered, nor can it be destroyed. I image for good reasons this level of access is not available, and neither is there any capability to force the the response box to close with a statement like Game.GetResponse() =1.

I managed to code around the problem, but it's not an ideal result. By the way even Game.Reset() does not appear to affect an active response box

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