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Messages - Sothoth

Pages: [1] 2
1
WME Lite / Re: Proof of concept: script compiler library for Linux
« on: August 01, 2016, 05:29:48 PM »
I wonder if your compiler could be used for building a Linux version of my adventures. Is that true?

Cheers.

2
WME Lite / Re: WMELite development version for Android
« on: August 01, 2016, 05:25:31 PM »
That's great! Thank you!

3
WME Lite / Re: BASS vs. SDL Mixer
« on: May 01, 2015, 09:47:56 PM »
Great! I'll try it and I'll tell you :).

Cheers.

4
WME Lite / Re: BASS vs. SDL Mixer
« on: April 29, 2015, 11:56:27 AM »
Hi!

I wonder if I could compile WME Lite to use SDL mixer instead of BASS library and in which platforms will be functional.

Any clues?

Thanks in advance!

I'm experimenting with a wmelite fork here:

https://bitbucket.org/hcdaniel/wmelite-rapaki-edition

and it has a compile time option to use SDL mixer instead of BASS. The SDL mixer has some patches (its not the "original one" anymore) which can be found here:

https://bitbucket.org/hcdaniel/wmelite-dependencies-for-linux-and-android/src/41d9d0b0857f59ef3f2b369b6f4386475eeeb38f/dependencies/SDL_mixer/?at=default

I did some spot checks on Windows, Linux and Android. Most of the functionality is there, but there will be bugs.

I'll clean it up and merge it into the original WME lite eventually.

Unfortunately I do not know how I can compile for Mac OS and iOS. No doubt that I won't have a chance to test things without the hardware, but if anybody knows how I can test that "things compile" without having a Mac, that would be great.

That sounds great, Daniel! I have a Mac, so if you send me the code, I'd try to compile it myself and tell you if it works ;).

5
WME Lite / BASS vs. SDL Mixer
« on: April 27, 2015, 12:30:15 PM »
Hi!

I wonder if I could compile WME Lite to use SDL mixer instead of BASS library and in which platforms will be functional.

Any clues?

Thanks in advance!

6
WME Lite / Re: Building my game on OS X 10.9 with WME Lite
« on: December 18, 2014, 06:05:50 PM »
You need to include the BASS FX add-on. Could be downloaded from here:

http://www.un4seen.com/download.php?z/0/bass_fx24-osx

Cheers!

7
WME Lite / Re: Any Linux developers out there?
« on: December 17, 2014, 04:33:37 PM »
Hi!

Does anybody can compile TheoraPlayer library for Linux? I've get the source code from here:

https://code.google.com/p/libtheoraplayer/

but I can't see any Makefile or something similar in order to compile it for Linux.

I know there's a WME Lite fork which supports Theora video playing under Linux using the above library:

https://bitbucket.org/JanKavan/wmelite-julia-branch

Any clues?

Thank you very much in advance!

8
Any chances to get the file? The link is dead... :(

9
WME sources discussion / Re: Debug or Release?
« on: December 10, 2014, 02:30:10 PM »
Hi again! I'm trying to compile the SceneEdit with the latest code from Bitbucket repository, without luck. I've got the following error message:

1>LINK : fatal error LNK1104: cannot open file 'wme_base.lib'

I'm using the Solution 'SceneEdit' in Visual Studio 2008 with the Configuration 'ReleaseD3D9 Win32'.

Any clues? Thanks very much in advance!

10
Technical forum / Re: WME1 fork with VSync support
« on: September 02, 2013, 07:05:35 PM »
Thanks, this is definitely useful.
Any chance to get a compiled version?

Hi!

You can take a look at here:

https://dl.dropboxusercontent.com/u/183992/wme_D3D9.exe

That's my latest build. I've tested it against Avira & Malwarebytes, but please (disclaimer!) double-check you personally ;).

Hope this helps.

11
Bug reports / 3D actor's blocking region doesn't work as expected
« on: July 27, 2013, 12:52:53 AM »
Hi!

I just realized that two 3D actors can collide when they shouldn't. I've tested it using the following scenario:

I have a player character (PC) and a (non-playable character) NPC, two Trinity model copies (from the 3D demo). The player controls one Trinity, and the other Trinity walks automatically from one side of the scene to the other, using the following code:

Code: WME Script
  1. while (true)
  2. {
  3.     trinity2.GoTo(150, 480);
  4.     Sleep(200);
  5.     trinity2.GoTo(600, 480);
  6.     Sleep(200);
  7. }

Both Trinitys have the same blocked regions and waypoints in their .act3d file:

Code: WME Script
  1.   BLOCKED_REGION
  2.   {
  3.       POINT {  0,-50}
  4.       POINT { 500}
  5.       POINT {  0, 50}
  6.       POINT {-500}
  7.   }
  8.  
  9.   WAYPOINTS
  10.   {
  11.       POINT {  0,-55}
  12.       POINT { 550}
  13.       POINT {  0, 55}
  14.       POINT {-550}
  15.   }

I have a very simple geometry (one only walk plane, one camera and one omni light) and the scene has the "2D pathfinding" enabled.

So, if the PC is in any midpoint in the NPC path, and it's still (non-walking) then the NPC circumvents the PC to avoid colliding with it. That's OK.

However, if the PC is in move (walking), the NPC walks through the PC without collision. Moreover, sometimes both PC and NPC ends their walk movements in the same place, and, if this is the case, both PC and NPC gets stuck and they will not move anymore (I suppose that PC enters into the NPC's blocked region and vice versa, so they can't move).

I'm just guessing, but I think the engine doesn't check 3D actor's personal blocked region when in move, or maybe the check is done only once, just before the GoTo(), and never re-check any possible change in any movable blocked region during the GoTo() execution.

2D actor collision detection seems to work OK, though.

Any clues?

Thank you very much in advance.

12
Technical forum / Collisions between multiple actors
« on: July 26, 2013, 05:08:50 PM »
Hi! I'm trying to understand the rationale behind the points in http://docs.dead-code.org/wme/inside_actors.html#collisions , about the BLOCKED_REGION and the WAYPOINTS.

If I'm not wrong, the BLOCKED_REGION defines a 4-point region around the actor, and the WAYPOINTS defines a set of waypoints around the blocked region, so another actor can go near the given actor without entering into its blocked region. All the numbers are relative to the given actor's position.

The above link defines the following blocked region and waypoints:

Code: WME Script
  1.   BLOCKED_REGION
  2.   {
  3.     POINT {-60,-48}
  4.     POINT {46,-48}
  5.     POINT {46,53}
  6.     POINT {-60,53}
  7.   }
  8.   WAYPOINTS
  9.   {
  10.     POINT {-65,-53}
  11.     POINT {-56,39}
  12.     POINT {51,-58}
  13.     POINT {60,58}
  14.   }

However, the waypoint (-56,39) falls into the blocked region, so any other actor will be unable to go to that waypoint. Is it right?

By the way, another question: the blocked region doesn't symetrically surrounds the actor, according to the numbers. It seems to be further away to the left and to the top. Is there a reason to do it so?

Thank you very much in advance!

13
Scripts, plugins, utilities, goodies / Re: Using Notepad++ with WME
« on: July 26, 2013, 01:47:20 PM »
I don't have that file anymore. :( But even if I had it it would be very outdated with lots of missing keywords.

Oh, nevermind... I'll continue with the old good SciTE ;).

Thank you very much, anyway!

14
Scripts, plugins, utilities, goodies / Re: Using Notepad++ with WME
« on: July 26, 2013, 10:17:46 AM »
Kind old thread but still relevant.

For syntax highlighting you can use this file I created today because I was bored.  ::slug ::beer Just unzip it in the settings folder of your notepad++ installation (it should be %appdata%\notepad++) and you'll have a "WME script" option in the language selection.

Sorry for the thread archeology, but I'm interested in using Notepad++ with WME, and the above file isn't online anymore. Does anyone has a copy?

Thank you very much in advance!

15
Technical forum / Re: WME1 fork with VSync support
« on: July 26, 2013, 09:44:16 AM »
More testing: the 2D wme_demo definitely shows smoother during scrolling scenes when VSync is off. The difference is not so big, but it is there. So I think the developer must choose between fast responsiveness vs smooth responsiveness. Anyway, the lack of smoothness is evident only on scrolling scenes, IMHO.

Just another 0,02 for the record ;)

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