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Topics - Mikael

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Technical forum / Strange sound problem
« on: August 13, 2020, 11:57:22 AM »
I've been trying out two different wireless so-called gaming headsets in the last days, Razer's Nari and Corsair's Void RGB Elite. For some reason, I only get sound from the left channel on both headsets while testing my game in Wintermute. The same thing happens with my previous games, and I've never had any complaint even similar to this. So the problem seems to be on my setup.

Soundpanning is set to false, so it can't have to do with that, and the correct sound device is set in the game settings windows when I start the game. When sounds are "previewed" by selecting them in the Wintermute interface, both channels play however. It only happens when I run the game, in both compiled and non-compiled versions.

Any help appreciated!

Technical forum / Subtitle problem in Mac conversion
« on: December 11, 2017, 08:14:38 PM »
A friend of mine is making a Mac version of my latest game with Wineskin Winery. Everything works fine, except for the subtitles. As I understand it, when the subtitle is on one line only, it works fine, but when it's on two lines, parts of the first line flicker. The behaviour differs slightly between windowed and full screen modes.

I use bitmap fonts, and the same thing happens regardless of which font I use.

Any ideas?

SOLVED: Bitmap fonts don't seem to work with OSX High Sierra. I had to make a direct path to a font included with macOS. Ironically, I initially made the bitmap font to make it compatible with other platforms than Windows.

Technical forum / Strangest problem ever - registry path sound troubles
« on: December 04, 2017, 07:00:29 PM »
I just can't wrap my head around this: The sound for my Wintermute project has worked flawlessly this far. However, when I change the registry path, the sound suddenly only comes from the left channel! When I change back to the previous registry path, the sound comes from both channels again. This happens both with the compiled version and when I start the game from within WME. I'm on Win 8, but tested it on my Win 10 computer too, with the same result. It couldn't possibly be a hardware problem since it only affects my newly created registry paths.

When I take my old project files, from previous games, the same thing happens: The sound only comes from the left channel when I change the registry path, and works again when I change back. We're talking about small changes in the path, like changing a number.

The only thing I can think of that I've done between the working and the non-working registry paths is installing a little program called Audio Switch (which lets you change between audio sources with a hotkey) on both computers. I've uninstalled it without success.

I might add that I've studied the audio specifics on the newly created registry entries, and have found nothing that differs from the working entries.

Thankful for any suggestions!

Technical forum / Malicious Download Warning
« on: October 29, 2014, 02:45:59 PM »
Any idea why Google Chrome gives a "Malicious Download Warning" on my WME-created demo?

It can be found here:

Technical forum / Manual width for bitmap fonts
« on: June 10, 2014, 01:34:32 AM »
How do I manually manually specify width for each character in a bitmap font? I don't get ideal results using auto width.

Most characters work fine with auto width however, so the perfect thing would be if it was possible to only specify the width manually for some characters.

Technical forum / Query regarding widescreen settings
« on: August 24, 2013, 02:19:48 AM »
I’m doing some tests with 16:9 format for the first time, and encountered something I can’t get my head around.

I’ve set my test project to 1366 x 768, which I thought might be a “safe “ resolution, since very few widescreen monitors use a lower resolution than that.

When running it on my  1920 x 1080 monitor, with “Run in window” unchecked , I hoped that the game would fill the whole screen. I still get quite large black borders around the gaming area though.
When checking wme.log, it says that “Game aspect ratio is the same as monitor aspect ratio”, which sounds good that far. It also says “Backup resolution:  1440 x 900”.
Upon checking, it indeed seems like the game changed my screen resolution to 1440 x 900 , and placed the 1366 x 768 scene inside of that (hence the black borders). It also messes up the aspect ratio slightly, since 1440 x 900 is 16:10.

Is there any way to get around this? Am I doing something wrong? What I obviously want is the monitor resolution to be set to 1366 x 768 upon starting the game, instead of 1440 x 900.

Thanks in advance for any help!

Technical forum / Strange thumbnail proportions
« on: February 20, 2013, 05:10:27 PM »
I have this strange problem with my saved games thumbnails.

I've set the thumbnail size in Program Manager to 176 x 132 pixels. When I run the game in Windowed mode, and make saves, the thumbs are stored as 176 x 132 images, just as expected. When saving when the game is run in full screen, however, the thumbs turn out rectangular and condensed (132 x 132 pixels):

When I run the game in screen resolution, the thumbs turns out window boxed in 93 x 93 pixels:

In other words, it's as if the thumbs condence the whole active area on the screen, rather then the gaming area.

While this isn't a big problem, I'd appreciate any help on how to get around it.

Technical forum / Small inventory scrolling quirk
« on: February 05, 2012, 04:19:02 PM »
This is not a big problem, but if it could be fixed easily, it would be nice.

In my game, a total of 15 inventory items can be seen at once. In this first picture, I have 18 items, and the inventory has been scrolled all the way to the right, using the right arrow (not visible in the screencap, since no more right scrolling is possible). That means that 3 items are "hidden" to the left. Nothing strange this far.

Shortly after this scene, 4 items disappear from the inventory for various reasons. During that period, I don't have to access any of the 3 "hidden" items. That is, I don't have to scroll to the left. This leaves me with an inventory looking like this:

Is there any way to automatically fill the maximum number of blank spaces in the inventory?

Technical forum / Problem with jigsaw puzzle
« on: July 11, 2009, 06:16:44 PM »
I have a slight problem with a puzzle that someone else helped me construct. That person is not available at the moment, so I can’t ask him for help now.

It’s all about a rather basic jigsaw puzzle with rotatable pieces. It works perfectly, except for one detail: The jigsaw is contained in one single scene, but you can back out of that scene and return to it later. However, once you’ve backed out of the jigsaw scene and returned, and continue to solve the jigsaw, the event that is supposed to be triggered when the jigsaw is solved never occurs. The victory condition is never met, so to speak. So something must be reset when the scene is reentered or backed out of.

If someone would be kind enough to take a look at it, I can send the link to a 7 MB file containing a project with the puzzle in question.



Technical forum / Inventory hover and pressed appearance
« on: July 26, 2008, 07:59:52 PM »
I've set some images to be displayed while some buttons in my inventory are hovered and pressed. For some reason they are correctly displayed in the editor (the inventory.def WindowEdit), but doesn't work  in the game.

As usual, I'm probably missing something obvious?



Technical forum / Vista Game Explorer query
« on: July 23, 2008, 07:53:40 PM »
What exactly do I have to do to make my game appear in the Vista Game Explorer after having embedded the .gdf file in the game executable?



Help wanted and offered / How do I find good voice actors?
« on: July 06, 2008, 11:33:01 PM »
Does anyone know where and how and can hire good English voice actors?



Technical forum / Problems with volume setting
« on: June 06, 2008, 01:30:55 PM »
This is driving me crazy. I don't remember having any problems whatsover with this thing before, but now I simply can't get it to work. I'm probably just missing the obvious.

When I initialize the playing of a sound file, and immedeately want to set the volume to let's say 40, I put it down like this:

Game.SetMusicChannelVolume(1, 40);
Game.PlayMusicChannel(1, "sounds\soundfile.ogg", true);

What happens is that the sound file starts playing at 100 regardless of how I try to change the code. Changing it to 40 using the first line in whatever piece of code after the sound file has started to play always works for me though.

Whjat am I doing wrong?

Thanks in advance,


Technical forum / Basic question about looping music files.
« on: May 02, 2008, 05:10:58 PM »
Which is the easiest way to loop two separate music files after one another (that is, alternating between them)?



Technical forum / WME_particles query
« on: March 25, 2008, 09:25:34 PM »
I know that I'm completely hopeless, but I've been trying to implement an effect from wme_particles into my test project, but without success.

This is how I've done:

1) Copied the whole particles folder to my project.

2) Attached "particles script" to my test scene.

3) Added this script to "scene_init script" in my test scene:
   var Ent = Scene.GetNode("Emitter");

What happens is that I get the message "Call to undefined method 'MakeRain'" when I try to run the scene.

I'm probably missing something very fundemental here.

Thanks in advance!


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