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Messages - metamorphium

Pages: 1 [2] 3 4 ... 102
16
Bug reports / Engine crash - script trigger
« on: January 22, 2014, 02:18:20 PM »
Hi.

I have encountered a replicable script crash (in case it was worth something):

In Scene Edit attach custom property to a region and call it IdObelisk with value 1

This code works flawlessly:

Code: WME Script
  1. global salia4_obelisksScanned;
  2. var id = ToInt(this.IdObelisk);
  3. salia4_obelisksScanned[id] = true;
  4.  


This code desktop crashes WME:

Code: WME Script
  1. global salia4_obelisksScanned;
  2.  
  3. salia4_obelisksScanned[ToInt(this.IdObelisk)] = true;
  4.  
  5.  

17
WME Lite / Re: Any Linux developers out there?
« on: January 10, 2014, 02:51:12 AM »
Fixed this by removing -m32

Hi there, I am trying to compile WME lite on Ubuntu 13.10 and got pretty far, but now hindered by this:

g++ -c -o obj/PathUtil.o ../src/PathUtil.cpp -I../src -O2 -m32 -Wno-write-strings -Wno-conversion-null `freetype-config --cflags` `sdl2-config --cflags` -I/usr/local/include/bass/
In file included from /usr/include/c++/4.8/bits/stl_algo.h:59:0,
                 from /usr/include/c++/4.8/algorithm:62,
                 from ../src/PathUtil.cpp:27:
/usr/include/c++/4.8/cstdlib:178:10: error: expected unqualified-id before

18
Scripts, plugins, utilities, goodies / Re: Soundscape Manager
« on: January 06, 2014, 07:01:53 PM »
Cool thing! I did something along these lines as well. You can watch my talk about it here:

http://www.youtube.com/watch?v=L3K2HkpJSeY

19
Technical forum / Re: Execute command by clicking an inventory item
« on: December 19, 2013, 08:34:42 AM »
Of course it's possible. Simply implement a custom event for that item and call it from LeftClick in Game.script.

If you post your on "LeftClick" handler and script attached to the item in question I can help more.

20
Technical forum / Re: SetCursor on MouseEntry/MouseLeave
« on: December 13, 2013, 04:18:56 PM »
If you click at your region in the SceneEdit, you will see on the left side a properties panel (Name, Caption, Sprite, Cursor, Font, Item).

Changing SPRITE will (I believe) do what you want. :)

21
Technical forum / Re: SetCursor on MouseEntry/MouseLeave
« on: December 13, 2013, 02:30:20 PM »
Let me ask you why wouldn't you simply change the cursor image in the SceneEdit's node? It's much easier.

Regarding your code, you should change SetActiveCursor() not SetCursor() because it's active when you hover over the region.

22
Technical forum / Re: Changing the Alpha value for 3D actors
« on: December 10, 2013, 02:32:20 PM »
You would need to do it through shader.

23
Technical forum / Re: How to Wrap/ WME Project
« on: December 10, 2013, 02:27:38 PM »
After you compile everything in WME (and setting all the project settings including icons, etc.) I would suggest using some of already existing packages.

We use InnoSetup but also Nullsoft installer is very good.

http://www.jrsoftware.org/isinfo.php
http://nsis.sourceforge.net/Main_Page

On non-windows platforms the situation is more tricky. :)

24
Bug reports / Bug in CWmeUtils::MakeRGBA
« on: December 10, 2013, 02:24:53 PM »
Proper method should look like this:

Code: [Select]
//////////////////////////////////////////////////////////////////////////
// packs RGBA values into a single DWORD number
unsigned long CWmeUtils::MakeRGBA(unsigned char R, unsigned char G, unsigned char B, unsigned char A)
{
return (unsigned long)((((A)&0xff)<<24)|(((B)&0xff)<<16)|(((G)&0xff)<<8)|((R)&0xff));
}

25
Hi muties,

I've created a set of tools which quite comfortably allows to scale your game.

If you are interested, go here and check it out.

http://www.cbe-software.com/wme-scaler

There are two video tutorials to show you how the tool works so you shouldn't be lost. :)

Please note that this is HIGHLY EXPERIMENTAL tool and so use it only over a backup copy of your game.

Let me know how you like it or if there are any issues you find. Just don't blame me if your project gets destroyed. :)





26
Scripts, plugins, utilities, goodies / Re: Steam plugin
« on: October 21, 2013, 08:26:34 AM »
Thank you! This couldn't have come in a better time. :)

27
Game announcements / Re: Awakening: Burning Ashes
« on: October 08, 2013, 03:52:46 PM »
Extremely nice. I'll spread the news.
Thank you man. it was your nice and handy engine that gave us the power to do it .  ::wave
We are proud that you liked it

Um, that's not true. You are confusing me with Mnemonic, who is a real author. I am just a mere mortal user.

28
Hi muties,

I've just published third chapter of my Surviving IndieGoGo feature.

In case you are interested in funding your game through crowdfunding efforts you might want to check it. :)

http://www.juliathegame.com/part-iii-of-pledges-perks-and-other-insanities/

Hope that helps!

29
Game announcements / Re: Awakening: Burning Ashes
« on: October 07, 2013, 07:25:22 PM »
Extremely nice. I'll spread the news.

30
Bug reports / Game.StoreSaveThumbnail() - Dual monitor error
« on: August 12, 2013, 10:34:55 PM »
Hi Mnemonic,

I've ran into the following issue:

my menu is a window which opens from a regular scene. To preserve a nice screenshot I use the following code just before I display that window:

Code: WME Script
  1. if (!Game.StoreSaveThumbnail())                
  2. {                   
  3.     Game.Msg("Something went horribly wrong!");
  4. }
  5.  

The image thumbnail is set in Project Manager to 176x176, Personal Savegames are set to Yes, Save directory as saves and Rich Saved Games to Yes.

At work I have W7 64bit, at home Vista 64bit (don't ask me why :))

In both cases the code runs with no problem, however on W7 only black rectangle is stored instead of thumbnail image.

On my home Windows Vista, the thumbnail is correctly stored and shown. As I use SVN so it's guaranteed both installations are the same. No error in log either. It seems that for some reason the method returns just a black rectangle.

One thing to mention is that at work I have dual monitor setup but I've played the game on the first (main) monitor.

UPDATE: I've tested on my W7 64bit laptop and savegame thumbnails work correctly there! I've tried all possible combinations and the issue is connected to dual monitor setup. No matter which monitor I run the game on, as soon as I have dual monitor setup, no thumbnail (or black square instead of proper image) is stored.

UPDATE 2:
After some more testing, this issue happens only when either window or fullscreen is on the second monitor.

Thank you!

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