Please login or register.

Login with username, password and session length
Advanced search  

News:

IRC channel - server: waelisch.de  channel: #wme (read more)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Kaz

Pages: 1 2 [3] 4 5
31
Technical forum / Settings Box in German?
« on: November 18, 2008, 05:37:36 PM »
Hello all

Currently localizing 'Rhiannon' into German. The 'Settings' box that appears prior to the game starting - is there a German language version of this?

Cheers


32
Game announcements / Rhiannon 'Technically rock solid" - Gameboomers.com
« on: October 22, 2008, 06:05:43 PM »
To all of you who helped us with the code for 'Rhiannon'. To Jan for creating such a fabulous game engine.

THANK YOU!!!

In a review of 'Rhiannon' published today, Gameboomers has called the game "Technically rock solid". That is a well-deserved compliment to the quality of the Wintermute engine and to the quality of the assistance given to us so freely and enthusiastically by so many members of this forum.

 ::rock ::rock ::rock Wintermute, its users and designers, officially, rock. ::rock ::rock ::rock

Review link: http://www.gameboomers.com/reviews/Rr/Rhiannon/Rhiannonbygremlin.htm   

33
Technical forum / Automating region entities in scene templates
« on: October 17, 2008, 07:27:10 PM »
Hello All

With 'Rhiannon' off and making its way in the world, time to start the next project. Want to speed up production this time, so now very interested in templates. The thing I'd like to learn is how to make a scene template that already has some pre-made regions, with cursors, already associated with partially-written scripts.

Eg we need a scene template "WidePan" that will always contain at least five region entities - GoLeft, PanLeft, GoForward, PanRight, GoRight and possibly LookUp, LookDown - always the same size, with appropriate cursors and associated scripts - so the PanLeft script will always contain a ScrollTo(); and the GoLeft script will always contain a Game.ChangeScene("",0,0); and so on. Another case is that we'll need a ZoomedView scene template that will always have a 'ZoomOut' region with a given cursor - and so on.

Can anybody point me to a tutorial for scene templates with predefined regions and scripts - or perhaps pass me a few tips?

Thanks

34
Game announcements / Rhiannon demos and trailer released
« on: October 03, 2008, 09:22:02 AM »
Hi all,

Thanks for all the help you chaps gave us while we were developing 'Rhiannon'. ::rock

The game launches in the US on 5th October 2008 (GotGame Entertainment) and the UK on 24th October 2008 (Lighthouse Interactive) with other launches for other countries in Europe, Africa and Asia yet to be determined.

There are demos and a trailer at www.rhiannongame.com but I suspect that site is having difficulties getting to the UK at present - in which case the demos are available at http://downloads.gamezone.com/demos/d24317.htm.

Enjoy.
 

35
Technical forum / Installation problems on creating a game for Vista
« on: September 04, 2008, 10:17:32 AM »
Hi all

Does anybody know how to split up the game installation file in Nullsoft, e.g. by putting game.exe and settings.exe into setup.exe and data.dcp into some separate file?

The reason I need this is that apparently, Vista attempts to load the whole setup.exe file before executing - in our case over a Gb - which leaves the user wondering what the computer is doing while it sits there for ten minutes apparently doing nothing - until the user, in frustration, clicks again and starts the whole process again.

So a smaller setup.exe file is needed for Vista.

Thanks

36
Technical forum / Save script putting data in wrong button
« on: August 24, 2008, 04:00:24 PM »
Hi all

For out 'save' window, I've used Mnemonic's new save script - the one that stacks the savegames oldest first - and shaped the window pretty much the same, except to add a static to display the date the save was made.

To my now weary eyes, it looks as though Mnemonic's save window script and mine are functionally identical - yet Mnemonic's script puts <<new saved game>> in Button 1, and on mine it somehow invents the notion of putting it in button 2.

I've taken these scripts apart, modelled them in Excel and on paper and I just cannot see where it's getting the idea to set the 'SlotButton' reference to '2' instead of '1'.

Mnemonic's script says this and puts the text in button 1:
Code: [Select]
  for(var i=0; i<NumSlotButtons; i=i+1)
  {
    var SaveSlot = LastUsedSlot - ScrollOffset - i;
    var SlotButton = this.GetControl(i+1);

    SlotButton.Pressed = (SaveSlot==(LastUsedSlot-SelectedSlot));
    if(SaveSlot >= 0)
{
  SlotButton.Disabled = false;
  if(Game.IsSaveSlotUsed(SaveSlot))
        SlotButton.Text = Game.GetSaveSlotDescription(SaveSlot);
      else
        SlotButton.Text = "<new saved game>";
}
else
{
  SlotButton.Disabled = true;
  SlotButton.Text = "";
}
  }

  var SelSlot = LastUsedSlot - SelectedSlot;
  if(Game.IsSaveSlotUsed(SelSlot)) Thumbnail.SetImage("savegame:" + SelSlot);
  else Thumbnail.SetImage(null);
}

Whereas mine says this and puts the text in button 2
Code: [Select]
  for(var i=0; i<NumSlotButtons; i=i+1)
    {
    var SaveSlot = LastUsedSlot - ScrollOffset - i;
    var SlotButton = this.GetControl(i + 1);
    SlotButton.Pressed = (SaveSlot==(LastUsedSlot-SelectedSlot));
    if(SaveSlot >= 0)
  {
  SlotButton.Disabled = false;
  if(Game.IsSaveSlotUsed(SaveSlot))
    {
    // date manipulation code
        var SlotDate;
    var q = Game.GetSaveSlotDescription(SaveSlot);
    var StringSplit = new String(q);
    var l = StringSplit.Length;
var ix = i+1;
SlotDate[ix] = StringSplit.Substr(0, 16);
SlotButton.Text = StringSplit.Substr(16, l-16);
}
  else
    {
        SlotButton.Text = "<new saved game>";
}
  }
else
  {
  SlotButton.Disabled = true;
  SlotButton.Text = "";
  }
}


There are no saved games to worry about BTW.

If I've done somethong stupid, feel free to tell me in your own words. I can take it.  :-[   

37
Technical forum / String manipulation caused Exception Access Violation
« on: August 23, 2008, 12:22:00 PM »
Hi

I've posted this under the heading 'Splitting Strings' but when it caused an access violation, that's different so I'm opening this new topic. OS is Vista Home Basic on a Celeron D with 512Mb RAM.

-----------------------------------------------------------------
---------- wme 1.8.006 crash report: 23-08-2008, 11:39 ----------
-----------------------------------------------------------------
wme.exe caused a EXCEPTION_ACCESS_VIOLATION in module wme.exe at 001B:0043FE88, CBGame::IsDirectXBound()+39000 byte(s)
EAX=00000007  EBX=0B9F480F  ECX=00000000  EDX=00000000  ESI=00000000
EDI=00000000  EBP=00C5DDE8  ESP=0012FD48  EIP=0043FE88  FLG=00210202
CS=001B   DS=0023  SS=0023  ES=0023   FS=003B  GS=0000
Stack trace:
001B:0043FE88 (0x00C5DDE8 0x00000000 0x00C51358 0x00000000) wme.exe, CBGame::IsDirectXBound()+39000 byte(s)
001B:00C51401 (0x00000000 0x00C51358 0x00000000 0x00000000) <UNKNOWN>
001B:00C5DDE8 (0x00C51358 0x00000000 0x00000000 0x00000000) <UNKNOWN>

Script running at the time was as below - compiles OK, the only thing changed to cause the violation was the addition of the global object 'Noel'

Code: WME Script
  1. function SetState()
  2. {
  3.   var BtnUp = this.GetControl("up");
  4.   var BtnDown = this.GetControl("down");
  5.   var BtnLoad = this.GetControl("load");
  6.  
  7.   var Thumbnail = this.GetControl("thumbnail");
  8.  
  9.   BtnUp.Disabled = (ScrollOffset <= 0);
  10.   BtnDown.Disabled = (ScrollOffset+NumSlotButtons > LastUsedSlot);
  11.   BtnLoad.Disabled = (SelectedSlot < 0);
  12.    
  13.  
  14.   for(var i=0; i<NumSlotButtons; i=i+1)
  15.   {
  16.     var SaveSlot = LastUsedSlot - ScrollOffset - i;
  17.     //var SlotButton = this.GetControl(i+1);
  18. var SlotButton = this.GetControl(i);
  19.     SlotButton.Pressed = (SaveSlot==(LastUsedSlot-SelectedSlot));
  20.     SlotButton.Text = SaveSlot;
  21.     if(SaveSlot >= 0 && Game.IsSaveSlotUsed(SaveSlot))
  22.     {
  23.         // Noel's date manuipulation code
  24.     var SlotDate;       
  25.         var q = Game.GetSaveSlotDescription(SaveSlot);
  26.         var StringSplit = String(q);
  27.         var l = StringSplit.Length;
  28.         global Noel;
  29.         Noel.l = l;
  30.         Noel.StringSplit = StringSplit;
  31.        
  32.         Game.Msg(StringSplit+" "+l);
  33.           if(l > 16)
  34.             {
  35.                 SlotDate[i] = StringSplit.Substr(0, 16);
  36.             Game.Msg("i is:"+i+"  SlotDate is:"+SlotDate[i]);
  37.             SlotButton.Text = StringSplit.Substr(16, l-16);
  38.             }
  39.           else
  40.             {
  41.             SlotButton.Text = Game.GetSaveSlotDescription(SaveSlot);
  42.             }
  43.           //
  44.        
  45.         // SlotButton.Text = Game.GetSaveSlotDescription(SaveSlot);
  46.         SlotButton.Disabled = false;
  47.     }
  48.     else
  49.     {
  50.       SlotButton.Text = "";
  51.       SlotButton.Disabled = true;
  52.     }
  53.   }
  54.  
  55.   var SelSlot = LastUsedSlot - SelectedSlot;
  56.   //
  57.         var t = this.GetControl("SaveDate");
  58.   //
  59.   if(Game.IsSaveSlotUsed(SelSlot))
  60.     {
  61.         Thumbnail.SetImage("savegame:" + SelSlot);
  62.         //
  63.         t.Text = SlotDate[SelectedSlot - 1];
  64.         //
  65.         }       
  66.   else
  67.     {
  68.         Thumbnail.SetImage(null);
  69.         //
  70.         t.Text = "";
  71.         //
  72.         }
  73. }
  74.  

38
Technical forum / Splitting strings
« on: August 23, 2008, 07:30:36 AM »
Hi all

I've added some code to the load game script, to take the first sixteen digits of the game description as a stored date and time:

Code: [Select]
    var SlotDate;
var q = Game.GetSaveSlotDescription(SaveSlot);
var StringSplit = String(q);
var l = StringSplit.Length;
Game.Msg(StringSplit+" "+l);
  if(l > 16)
    {
SlotDate[i] = StringSplit.Substr(0, 16);
    Game.Msg("i is:"+i+"  SlotDate is:"+SlotDate[i]);
    SlotButton.Text = StringSplit.Substr(16, l-16);
    }
  else
    {
    SlotButton.Text = Game.GetSaveSlotDescription(SaveSlot);
    }
It seems that either the .Length or the String isn't working because although I know the game descriptions are over sixteen characters in length, the l>16 condition is not being met.  I've tried to test it with a Game.Msg, but that never displays.

What am I doing wrong? Why is the length of the string not being returned and why do neither  of the Game.Msg instructions display?

Thanks
 

39
Technical forum / How to initialize a game
« on: August 13, 2008, 08:59:43 PM »
Hi all

The game is completed, the credits have run. The game loops round to its intro again. Game.Reset is used to initialize the game.

But we find that now, none of the items we pick up go to inventory. Nothing's changed. The code's the same. Why won't the game run from the start properly after it has been reset?

What have I missed?

Thanks
 

40
Hi all,

Lots of forum searches later, still no closer to the definitive answer - does transparent video exist, or do all videos have to be square or fullscreen?

Imagine an irregular changing shape on a static background. I get the impression (correct me if I'm wrong) that I put the background into the AlphaImage parameter of the PlayTheora command, but that then implies that the foreground file must be transparent. If that is so, can anybody please point me at an instruction for creating clean transparent, no-pink-round-the-edges video? (Sprites are not an option - in practice, they take too long to load, as does the built-in emitter).

Part of the problem here is that I've no idea what I'm talking about :-[. Please take that into account when you reply.

Thanks
 

41
Bug reports / Game.Interactive = false; can be defeated, causing hang
« on: August 09, 2008, 06:51:16 AM »
We make a lot of use of Game.Interactive = false, mainly on doors.

on "LeftClick"
  {
  Game.Interactive = false;
  //Display the open door
  //Play the door sound
  Sleep(1000);
  Game.ChangeScene(destination scene);
  Game.Interactive = true;
  }

With the above routine, Game.Interactive = false; was used because the documentation says it disables user input. But as several of our testers have found, Game.Interactive = false can be defeated. If the player clicks again during that routine (i.e. double-click), the ChangeScene takes place, but the Game.Interactive = true; isn't obeyed and the player is left permanently with the egg timer.

Our workaround is to disable the hotspot before the Game.Interactive = false; thus:

on "LeftClick"
  {
  var a = Scene.GetNode("open_door");
  a.Active = false;
  Game.Interactive = false;
  //Display the open door
  //Play the door sound
  Sleep(1000);
  Game.ChangeScene(destination scene);
  Game.Interactive = true;
  }

So as to disable input locally before doing it at a Game object level. Then it seems impossible to cause the hang.

42
Technical forum / Use of InventoryScrollOffset? Or maybe not?
« on: August 05, 2008, 10:54:21 AM »
Hi

At the end of each chapter, I purge the inventory to get rid of stuff the player no longer needs. Sometimes though, this means that the next time the player looks at the inventory, it is scrolled to the right, showing only the purged cells, suggesting that the inventory is empty.

I need to reset the inventory somehow after the purge, so it displays starting at the leftmost object. I suspect this may be something to do with Game.InventoryScrollOffset, but neither this forum or the docs seem to indicate how that might be used. Is it as simple as Game.InventoryScrollOffset = 0? Or is it more convoluted depending on how many items are in the inventory?

Or am I completely off the mark?

Thanks
 

43
Technical forum / If ActiveObject is a window, cursor cannot be set?
« on: July 06, 2008, 09:48:36 AM »
Hi all,

According to the docs, SetCursor changes the standard cursor of a window object. I can't get that to work and I've added my experimental code below. Game.SetActiveCursor also has no effect. I thought I'd followed the docs and Metamorphium's example (http://forum.dead-code.org/index.php?topic=2700.0) but no matter what I do, the cursor does not change from that set by the items.items entry.

Got to accept that I may be doing something really daft, (I'm rather hoping that I am) but also beginning to suspect it may be a bug. I've used similar constructs successfuly before on other active objects but never on a window. So is a window not really an active object or can anybody point out my error?

// SlatePart1 window
while(true)
  {
  if(Game.ActiveObject != null)
    {
    var w = Game.ActiveObject;
    Game.Msg("Object is "+w.Name);
    var y = Game.SelectedItem;
    Game.Msg("Selected is "+y.Name);   
    if(w.Name == "SlatePart1")
      {
      if(y.Name == "SlatePart2")
       {
        Game.Msg("Slate Two");
        // w.SetCursor("items\SlatePart2.png");               
        Game.SetActiveCursor("sprites\!Items\YellowBowl.sprite");
        }
      }
    }
  Sleep(20);
  }

In the example above, all conditions are met, as shown by the Game.Msg("Slate Two"); displaying. So I believe the cursor should change, but it doesn't.

Hope you can help chaps.

Cheers

44
Technical forum / Is there a way of checking if a window is active?
« on: July 05, 2008, 10:05:49 AM »
Hi all

Our standard way of 'examining' an inventory item is to call a window to display a large version of it. Thing is, I've only just realised that the player could in theory open as many instances of that window as he likes, something I'd like to prevent. So I'm hoping that WM already has a way of checking whether a given window is open, something like IsActive that I've missed.

Anybody know if that's the case?

If it does, I'll only have 200 scripts to edit. If it doesn't, it's nearer 500. We go beta at the end of July...

Please say it does  :-[

Cheers

45
Technical forum / MouseEntry/Leave over windows
« on: July 05, 2008, 08:50:13 AM »
Hi all

Still trying to solve this problem of getting a highlighted cursor when hovering over a window object that may have cause to react to numerous inventory items. The CursorHover in items.items doesn't work with windows.

Next thing I tried was on "MouseEntry" in the window's script, thus:
on "MouseEntry"
  {
  if(Game.SelectedItem == "SlatePart1")
    { 
    self.SetCursor("items\Highlighted\SlatePart1.png");
    }
  if(Game.SelectedItem == "SlatePart2")
    {
    self.SetCursor("items\Highlighted\SlatePart2.png");
    }
  } 

That doesn't work either. Can anybody point out what I'm doing wrong?

Thanks


Pages: 1 2 [3] 4 5

Page created in 0.034 seconds with 17 queries.