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Topics - jbw

Pages: [1]
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 / 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 :-(

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 / 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:

Bug reports / volatile Delay value in SpriteEdit
« on: August 24, 2007, 12:22:43 AM »
To reproduce this bug:

1. open/create sprite with 2 or more frames
2. change Delay value of one frame, but don't move focus after typing
3. skip to another frame by pointing it with mouse in the frame list
4. return to edited frame and watch that new Delay value has gone

While playing with complex 3d characters we're always trying to keep animations as small as possible.
The "transition" effect gives the great power to simplify things.
Imagine the "take" animation: draw the hand forward and back can be stripped to one frame showing a hand at the grabbing point!
All intermediate frames of animation should be filled smoothly by "transition".

I have used such trick (before new WME beta) for non-walking characters with good result, but obviously cannot applay it to the main actor which needs fast transition when start walking and very slow in some other activities. So, as soon as I got a new beta with possibility of different transition times I've started to play with it. Unfortunately this doesn't work as I've expected.

To isolate my case from our game's environment I've reproduced it on the standard example called "wme_demo_3d".
I've replaced the trinity.script with the following:
Code: [Select]
#include "scripts\"

var id = "idle";
var tu = "take_up";
var td = "take_down";
var tr = 1000;

this.SetAnimTransitionTime(tu, id, tr);
this.SetAnimTransitionTime(id, td, tr);

on "LeftClick" { this.PlayAnimAsync(tu); }
on "RightClick" { this.PlayAnimAsync(td); }

on "footstep" { }

The script is pretty simple. I'm using variables instead of inline strings to be sure not to make any typo in animation names.

Let's begin from RightClick. "take_down" starts from the upper position, but there is a 1s transition from 'idle', so she slowly raises her hand (excellent!), then play "release" animation in Trinity's fast mood ;-)

Next, try LeftClick. "take_up" lifts her hand up, then I expected to see slow releasing of the hand in the 1s transition to the 'idle', but it skips rapidly with no transition at all.

It doesn't matter if we use PlayAnimAsync() or AnimTransitionTime attribute to define the time.

With the another 3d character (not being the main actor) both transitions works smoothly.

Done / catch hidden geometry into the viewport jail
« on: March 26, 2007, 02:18:19 PM »
It would be very nice if we can stretch hidden geometry to viewport box. Currently the geometry follows only "game resolution" dimensions.

Our situation is:
viewport starting at (0, 32) of size 1024 x 640
the main (and only) layer is 1024 x 640
game resolution is 1024 x 768
the hidden geometry apparently follows changing of viewport's Y origin
but it fits vertically *always* in game's height
we would be VERY happy if the geometry could stretch to viewport's height

We want to place some 2d decorations above and below the viewport and limit the game's 3d world to viewport only.

Regardless of that WME is the best!


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