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Messages - Banbury

Pages: [1] 2 3
1
Technical forum / Re: GetFiles and packages
« on: December 23, 2007, 02:10:49 PM »
That's unfortunate. I would settle for a function that gives me all files in a package.  ;) Maybe in a later version?

Thanks

Banbury

2
Technical forum / GetFiles and packages
« on: December 23, 2007, 11:30:34 AM »
Directory.GetFiles seems to work only for physical paths (eg. "c:\somepath") but not for packages. Is there another function to get a list of files in a package?

3
General Discussion / Place for small website?
« on: January 31, 2007, 09:08:11 AM »
Hi,
I just wanted to upload a sample for WME but it seems, that I have misplaced my website in the Worldwide Web. So I'm currently looking for a new place for a really, really small site. Right now I have neither time nor inclination to search for a paid hosting service. So I wonder if someone here knows a place where I could settle down for free. I have modest needs and the page is mostly used for the download of small files in the 1MB range.

Thanks and greetings

Banbury

4
Technical forum / Re: sprite edit
« on: January 30, 2007, 08:12:45 AM »
Yes, there is a little icon next to most edit fields, which allows you to copy the settings to all frames.

5
Feature requests, suggestions / Re: 3d scrolling
« on: January 30, 2007, 08:08:16 AM »
Shame on me! I haven't seen this property. This should prove interesting  ;D.

6
Feature requests, suggestions / Re: 3d scrolling
« on: January 29, 2007, 04:40:24 PM »
An easy compromise would be to open up the existing 3D stuff in WME for plugin developers. A simple pointer to the Direct3D engine would be enough to add your own functionality like moving the camera.

7
Technical forum / Re: .X file export trouble.
« on: January 29, 2007, 04:23:56 PM »
From experience I can add:

- never mirror meshes.
- if you move, rotate or scale a mesh you have to reset Xform, too.
- adjusted pivots will be ignored by some operations, e.g. attachments (I think this is related to the whole Xform thing).

Greetings

Banbury

8
Scripts, plugins, utilities, goodies / Re: WMECom 1.1
« on: December 02, 2005, 10:47:34 AM »
The link does work for me, too. But the server is somewhat unreliable, so simply try again :).

And thanks for the praise. I admit that I do not know what to do with this plugin, either. I wrote it just to show how powerful WME's plugin system is. And I like a good challenge :).

9
Scripts, plugins, utilities, goodies / WMECom 1.1
« on: November 30, 2005, 09:35:23 AM »
Hi,
I was finally able to compile a new version of the WMECom plugin, with the new plugin features of WME.

WMECom 1.1

This version removes all the akward wrapping mechanisms I had to use in the previous versions, thanks to the new ability to create plugin objects from within plugins (thanks Mnemonic!). It's also no longer necessary to release objects manually.
Using COM in WME is now just as easy as in Visual Basic :).

Code: [Select]
// this class initializes COM support and has to be a created once (and only once) before you can use any other COM object
var com = new WMECom();

// Create a new COM object
var xml = new WMEComObject("MSXML2.DomDocument");
// node holds the COM-Object as a WME plugin-object
var node = xml.createElement("Node1");
xml.appendChild(node);

node.text = "This is a new node.";

Game.LOG(xml.xml);


Greetings

Banbury

10
Scripts, plugins, utilities, goodies / Re: WMECom plugin - COM Automation
« on: September 26, 2005, 07:19:09 AM »
Hi,
I have found the issue and semi fixed it. IDispatch properties are now returned as integers and wrapped correctly. But using them as function parameters will now result in a type error. But IDispatch values returned by a function work as expected.
I think there is bug in the WME plugin system. To discern IDispatch pointers from integers, I have assigned them as a property of a IWMEValue. This changes the type of the IWMEValue to [object], which I can test for. This does work for return values of functions. The same code used to return a value by the GetProperty function, returns a boolean value.
The code I have used looks like this:

Code: [Select]
IWMEValue *v1 = Game->CreateValue();
v1->SetVal("Pointer");
IWMEValue *v2 = Game->CreateValue();
v2->SetVal(v.intValue); // This is the IDispatch pointer cast to integer
v1->SetProperty("p", v2);
Value->SetVal(v1);  //This is the return variable of GetProperty

Maybe you could test this?

Greetings

Banbury

11
Scripts, plugins, utilities, goodies / Re: WMECom plugin - COM Automation
« on: September 23, 2005, 07:49:28 AM »
Hi,
I just tested your code and for some reason word.Documents returns a boolean value. ???
It's not easy to map a COM variant to a WME IWMEValue. I will check this out as soon as I can and try to fix it.
And thanks for the tip on using the stack, I will change the plugin accordingly.

Greetings

Banbury

12
Scripts, plugins, utilities, goodies / WMECom plugin - COM Automation
« on: September 22, 2005, 07:21:41 AM »
Hi,
after two failed attempts to create something useful for WME, I have created something that is releasable and hopefully useful.
WMECom is a plugin that adds COM Automation support to WME scripting. There are a lot of applications and libraries out there that support COM/OLE, e.g. MS Office or MS XML, and these can now be used within WME (with reasonable limitations). See below for an example, that uses MS XML to create an XML document.

Update:
Version 1.01:
- fixed bug where IDispatch properties were returned as boolean (probably a bug in WME)
- removed 9 parameter limitation from function calls

WMECom 1.01

There is a short ReadMe in the package, but I had no time (or inclination :D) to write a complete documentation. The sample shows every feature of the plugin. And if you have questions, don't hesitate to ask me. I will try to help as best as I can.

Greetings

Banbury

Code: [Select]
// this class initializes COM support and has to be a created once (and only once) before you can use any other COM object
var com = new WMECom();

// Create a new COM object
var xml = new WMEComObject("MSXML2.DomDocument");
// This variable holds the original pointer to the node
var node = xml.createElement("Node1");
// and it is passed to the function without wrapping
xml.appendChild(node);

// We have to wrap it here, before we can use properties and functions.
var o_node = new WMEComObject(node);
o_node.text = "This is a new node.";

Game.LOG(xml.xml);

// Objects of type WMEComObject should be released when no longer needed.
o_node.Release();
xml.Release();

13
Technical forum / Re: BUG: Array creation
« on: May 03, 2004, 09:08:29 AM »
Oops! I should have thought of that.

Anyway, thanks for the welcome. I really tried to create something releasable last year, but I had to come to terms with the fact, that I'm no artist.  :D
After I have read the feature list of the latest WME version, I couldn't resist to write a few classes with it. I hope to release some reusable code snippets in the near future.

WME is still the best adventure creation software of them all. And I really wish I could paint  :'(.

Greetings

Banbury

14
Technical forum / BUG: Array creation
« on: May 03, 2004, 08:32:03 AM »
Hi,
this is not so much a bug as an oddity, but I wasn't able to create an array with a single value with:

arr = new Array(<some value>);

The array stays empty with a length of zero.

You can rightfully ask now, why I would want to create an array with a single value :).

Greetings

Banbury

15
Feature requests, suggestions / Re:LAN Support
« on: April 08, 2003, 06:49:31 AM »
Hi,
I'm recommending GameMaker again (no - they don't pay me ;)). It's the easiest way to create board games or scrolling shooters. And it has Multiplayer support.
I've posted the link in another thread.

Greetings

Banbury

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