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Topics - Spellbreaker

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Technical forum / WME Development Kit on OS X
« on: August 11, 2012, 10:33:27 PM »
Hi there!

For you guys who  wanna know:

WME Dev Tools just run fine with CrossOver Wine 11.2  . Simply add the following Strings to your registry in wine:

HKEY_CURRENT_USER/Software/Wine/Direct3D/UseGLSL = disabled
HKEY_CURRENT_USER/Software/Wine/Direct3D/DirectDrawRenderer = gdi
HKEY_CURRENT_USER/Software/Wine/Direct3D/OffscreenRenderingMode = backbuffer



General Discussion / Happy Birthday LauriPoika!
« on: June 25, 2012, 07:26:23 PM »
 ::beer ::beer ::beer ::beer ::beer ::beer ::beer

 ::beer ::beer ::beer ::beer ::beer ::beer ::beer

Grats dude.

Game announcements / Return of the Tentacle - Teaser 1
« on: April 17, 2012, 12:50:20 AM »

we made it to youtube with a little Teaser, I really hope you like it!



Bug reports / Bug in Character Turning Mechanism?
« on: March 13, 2012, 07:44:53 PM »
Hello! As I told you on IRC; theres a bug in WME which is only visible on low framerates ( like 60FPS on standard LCD Screen for example ):

As you can see, character is walking to the left, and when I click on the right, following sequence happens:

1 - walk left frame
2 - idle left frame
3 - turn down frame
4 - turn right frame
5 - idle down frame
6 - walk right frame

( i just colored the idle frames for easy identification while playing )

I guess the problem is simply 5 which should show idle right frame instead of idle down. In my opinion the idle frames could be removed completely, so the sequence would simply be :

1 - walk left frame
2 - turn down frame
3 - turn right frame

greets, Spellbreaker

General Discussion / General Project Management Software
« on: March 09, 2012, 09:33:45 AM »
Hey Folks!

Today I have got a non-WME related question. The Company I work at is searching for a Project Management Software for some time now, but I found nothing good or only totally oversized / priced. We need the following:

- Calendars, different types: Person-related, project-related, and some kind of overview calendar which shows all appointments at once.
- File management: Project-Related possibility to create Directory Structures to store programs, diagrams, correspondence
- Client Database of course
- Gantt Charts for Projects
- Task lists Person / Project related.
- Create tasks that are depended on the finishing of another task

If you have any suggestions, please reply :) What I find is quite usefull is Collabtive, but it's missing some important functions in the Calendars.



General Discussion / Official "happy birthday mnemonic" thread
« on: June 23, 2011, 11:08:43 AM »
Happy birthday again here, mnemonic. May the debugger always show you the right way. Or god. Whatever you prefer.  ::rock  ::rock ::rock ::rock ::beer ::beer ::beer ::beer ::rock ::rock ::rock ::rock

Technical forum / Plugin question
« on: June 23, 2011, 10:45:17 AM »
Hey there.

I am having a strange behavior with a plugin I created. The plugin uses serialization to store some information. When i now load a saved game, the serialize function gets called, the values gets loaded, everything fine. But after that, the plugin destructor is called. But then, the plugins methods still get called. I wonder why that happens, since in the destructor i delete some stuff the plugin needs to work properly.

Are there maybe two objects alive at the same time? I am creating the plugin object in the game.script file as a global.



Scripts, plugins, utilities, goodies / [PlugIn] aMUSE
« on: April 15, 2011, 10:37:07 PM »

Current Version : v0.284 Download here!

v 0.284
+   Added function isChannelPaused
+   Added function isChannelPlaying
+   Added function isChannelStopped

v 0.252
+   Added function channelSetLoop
+   Added fucntion channelRemoveLoop

v 0.249
!   adding a Channel that already exist will remove the old channel properly before.
!   renamed function channelPosSet to channelPosSetByte
!   renamed function channelPosGet to channelPosGetByte
+   Added function channelPosSetMS
+   Added function channelPosGetMS
+   Added check if a channel really exists for all functions
+   Fixed bug with Saving games crashing the games under certain conditions

v0.236 - Initial Release

Description / Usage

aMUSE v0.284

aMUSE is a Plugin that replaces the WME Internal music system. It also supports serialization and
deserialization ( saving and loading games ). This PlugIn is using the BASS Audio Library ( bass.dll ), please
note that you need to buy a License if you want to use BASS on a commercial Project. Same goes for the MP3 De-
coder included in BASS. See bass_license.txt for further information.

The main purpose for me was, that it was note possible with WME to play a number of music files 100%
synchronous, they always were 10-50 ms asynchronous. The following fileformats are supported ( according
to the Author of BASS Library, I did not test them all :) WAV/AIFF/MP3/MP2/MP1/OGG/XM/IT/S3M/MOD/MTM/UMX

I'm using this for example, to fade-in an additional musictrack containg just a single instrument when
the Character starts walking.

Please note that this Plugin is under heavy development, may contain bugs and hidden features ;) Use at your own risk.

To use this plugin, you should write the following lines in your scripts:

global muse;

// game.script, in the on "QuitGame" Section
    // quit the game
   muse.shutDown();            // <--- ADD THIS LINE
 // game.script, or where ever you want to initialize the music system, add:
muse = new aMUSE();

Now, these are the functions included so far:

*********** GENERIC FUNCTIONS ***********
====== addChannel(int ChannelNo, string filename);
Creates a new Channel <ChannelNo> using the file <filename>

====== freeChannel(int ChannelNo);
Stops playback of Channel <ChannelNo> and removes the Data from Memory.

====== play(int ChannelNo, bool loop);
Starts playback of Channel <ChannelNo>, if loop is true then...guess...right, it will loop :)

====== stop(int ChannelNo);
Stops playback of Channel <ChannelNo>, does NOT reset the Streams current position.

======= shutdown();
Removes all streams from memory and shuts down aMUSE . Use this function on QuitGame Event in your game.script.

*********** VOLUME FUNCTIONS ***********
====== channelVolInc(int ChannelNo, int value);
Increases Volume of Channel <ChannelNo> by <value> percent.

====== channelVolDec(int ChannelNo, int value);
Decreases Volume of Channel <ChannelNo> by <value> percent.

====== channelVolFadeTo(int ChannelNo, int value, int time);
Fades Volume of Channel <ChannelNo> to <value> (percent), in the given amount of <time> ( milliseconds ).

====== channelVolGet(int ChannelNo);
Returns the current Volume of Channel <ChannelNo> in percent.

====== channelVolSet(int ChannelNo, int value);
Sets the Volume of Channel <ChannelNo> to <value> in percent.

====== crossFade(int chanFrom, int chanTo, int value);
Crossfades from Channel <chanFrom> to Channel <chanTo> in the given Amount of <time> (milliseconds);
The Target Channel will have the same volume after crossfading as the source channel had.

*********** POSITIONING FUNCTIONS ***********
======= channelPosSetByte(int ChannelNo, string Value);
Sets the Byteposition of Channel <ChannelNo>. The string has to represent a valid number ( will be converted to unsigned long long.

======= channelPosGetByte(int ChannelNo);
Returns the Byteposition of Channel <ChannelNo>.

======= channelPosSetMS(int ChannelNo, string Value);
Sets the Position of Channel <ChannelNo> in Milliseconds. The string has to represent a valid number ( will be converted to unsigned long long.

======= channelPosGetMS(int ChannelNo);
Returns the Position of Channel <ChannelNo> in Milliseconds.

*********** Looping functions ***************
======= channelSetLoop(int ChannelNo, string start, string end);
Lets Channel <ChannelNo> loop between <start> and <end> ( in ms ). Is not affected by the "loop" flag in the play function.

======= channelRemoveLoop(int ChannelNo);
Removes the Loop on Channel <ChannelNo);

*********** Channel Information *************
======= isChannelPlaying(int ChannelNo);
Returns 1 if <channel> is currently playing, otherwise 0

======= isChannelPaused(int ChannelNo);
Returns 1 if <channel> is currently paused, otherwise 0

======= isChannelStopped(int ChannelNo);
Returns 1 if <channel> is currently stopped, otherwise 0



Game announcements / [IN DEVELOPMENT] Return of the Tentacle
« on: February 07, 2011, 01:45:06 PM »
Hey there!

********** NEW TRAILER *************

********** NEW TRAILER *************

Because I guess most of you are Adventure-gamers, I want to make a small announcement here about our Project, I hope thats okay :)

The Project "Return of the Tentacle" is still in development, we're making great progress, and we hope that we can release a great video very soon, and a greater demo soon :) Team is still the same, working hard getting everything done in the right dott-way ;)

We have some great Artists, including Marvin "purpur" Hribsek  and Simon "10tacleboy" Thomaschke . It's a pleasure to see how lovely the original Mansion locations have been redone in 1024x768. Also the never-seen-before-brand-new locations are looking great :)

Then there's David "Absynth:[Dave]" Schornsheim, who made great work re-interpreting some of the original Music Score. He also makes Story, Dialogues and Puzzle Design.

I simply do scripts, always trying to  keep the look & feel of the original Game. (Yes, there's a verb interface ;)

I joined the Project in the End of 2010, and I think I can say were working very hard on it, and the Project is growing from day to day :) There'll be *at least* english and german languages available.

It would also be cool if you would like us on Facebook :) Or donate some stuff ;)

More Info:

Return of the Tentacle Project Page on Apeiron Studios

Facebook :

Apeiron Studos - Click here!
Return of the Tentacle - Click here!

Here you can see...

.... some Screenshots

.... a little Video of WiP

.... some other Stuff at the Homepage of the Project:



Bug reports / Music 40ms asynchron
« on: January 09, 2011, 11:59:02 PM »
Hi there..

I now nailed it down that the music channels are always around ~40 ms asynchron. Anyway to fix that?

greets, spellbreaker

So, here's my feature request:

When the actor walks to the left (for example ), and player clicks to walk into the same direction, the walkanimation starts over and therefore skips some frames, that look odd.

So it would be nice if the Actor is walking, and player clicks, and the Actor would walk into the same direction, the walkanimation should _not_ start over again, but continue.



General Discussion / Happy Birthday Metamorphium
« on: July 27, 2010, 04:05:51 PM »

now you're as old as I am :)
 ::beer ::beer ::beer ::beer ::rock ::rock ::rock ::rock ::beer ::beer ::beer ::beer


Game announcements / Hamlet
« on: May 14, 2010, 09:42:28 AM »
Hey folks.

Hamlet, a quite nice game in my opinion, now available at BigFishGames Store.



Software and games / Myst Online: URU Live back Online
« on: February 13, 2010, 10:11:27 PM »
Hi there!

The Open-Source experiment "Myst Online: URU Live" is starting. The Servers are back online, and everybody is invited to play all ages from URU FOR FREE.

Myst Online: Uru Live Again

Welcome back, again,

Everything takes longer than expected these days. Cyan Worlds’ plans are to move MO:UL to open source, and we finally have some good news. We’ve taken a first step and started a MO:UL server, so the Ages of Uru are available again. We’ve opened all the Ages, and added most of the goodies in MO:UL. We’re referring to it as MO:ULagain—feel free to explore and enjoy.

And the cost is pretty good. Free!

To begin playing, click on the Play link to create an account.

If you’re so inclined, we’ve provided a way for you to donate via PayPal to help offset our costs, and show your support. Five or ten bucks would go a long way toward helping pay the server and people bills. (No promises, but we’re trying to figure out a way to show our appreciation to supporters by giving you a little something extra in MO:ULagain.) But don’t feel obligated—we’re just glad to have the cavern open once again.

Thanks for helping keep Uru alive!

If you would like to donate to the MO:ULagain project, click on the PayPal button below. During the checkout process, please click on MO:UL Account and Player ID and enter both your Account (email address you used to sign up for MO:UL) and your Player name. We’ll need both—spelled correctly. Thanks!

Note: Thanks everyone for showing such strong support. Our servers are under extreme load and we have solutions coming. Most likely, we won't be able to have our solutions ready until tomorrow.

So, if you want to experience a unique multiplayer-adventure, join the Myst Community.

Visit for more Screenshots.

Thanks in advance,


Feature requests, suggestions / Overclocked Split Screen
« on: January 20, 2010, 03:36:58 PM »
Hi there.

Is / Will it be possible to create that "split screen" scenario used in Overclocked? Like creating two scenes, and setting two viewports and let the player see those two scenes at once? Can be a nice Effect sometimes....



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