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Messages - odnorf

Pages: 1 ... 3 4 [5] 6 7 ... 97
61
What is the status of Wintermute 2 ?

Check Mnemonic's signature.

62
WME Lite / Re: True Type Font issues
« on: July 26, 2012, 05:36:58 PM »
Uhm, wasn't there a restriction that TTF fonts MUST NOT be included in .dcp files?

That's for wme. For wme lite the fonts must be included in dcp packages as you can't have such seperated files in iOS.

63
WME Lite / Re: True Type Font issues
« on: July 25, 2012, 11:47:33 PM »
Are you sure ttf font is included in your compiled package (.dcp)? Because I think by default projectman doesn't inlcude them when compiling the game (project settings).

64
Technical forum / Re: Sprite cutting.
« on: July 12, 2012, 06:03:37 PM »
You need to cut the background in photoshop (you'll see a chessboard where there is no color) and save the file as PNG to keep the transparency. Saving as jpg will add white background.

65
WME Lite / Re: Do I have to have a Mac?
« on: July 10, 2012, 10:11:06 PM »
Here is an interesting article that may let you do it on Windows: http://ipodtoucher55.blogspot.com/2010/12/installing-ios-sdk-and-xcode-on-windows.html

This method requires to install OSX on a non apple computer or in a virtualized environment. This breaks the EULA of OSX. That doesn't make the action illegal (EULAs aren't proven to be valid contracts everywhere) but it's a gray area.

66
WME sources discussion / Re: About Tab - Game Settings
« on: June 21, 2012, 02:04:06 AM »
There is an option in project manager to remove the about tab. To add you own text you should use the LGPL version of the engine, change the sources and compile your own binary. Just make sure you understand the details of LGPL.

67
Technical forum / Re: Scroll lagging when using Direct3D9
« on: June 09, 2012, 09:41:27 PM »
So this doesn't happen with regular wme.exe but it only happens with the D3D executable? I've seen similar issues before. It's usually bad drivers, outdated GPU or too many animations/frames. Have you tried it on a different computer?

68
Technical forum / Re: Scroll lagging when using Direct3D9
« on: June 09, 2012, 08:09:52 PM »
Does this happen with official WME or the unofficial build?

As for the usage of Kinjal's versions I strongly suggest otherwise.
1) The quality of his changes are highly questionable like removing needed code and pass this as a feature or making changes than are known to cause problems. And of course we offer zero support for them in those forums.
2) He hasn't released the sources for *some* of his releases. That makes those certain binaries illegal to redistribute and it's also highly unpolite. If you do go with this option make sure you have the required LGPL sources because you'll have to make them available when you redistribute the binary (e.g. releasing a demo).

69
Technical forum / Re: Progress bar
« on: May 13, 2012, 07:50:20 PM »
Ah I'm sorry. I misread your post. I don't remember how it looked in Alpha Polaris.

70
Technical forum / Re: Progress bar
« on: May 13, 2012, 04:23:35 PM »
In Project Manager check the "Saved games" settings on the left panel. It's the indicator options.

71
I'm afraid there is no pdf version of the online WME Book at the moment. You have to manually copy/paste the contents yourself and then print them. It shouldn't be that time consuming imo.

That's what I'm doing - I'm saving the webpages as seen from my Safari browser as a pdf, which I'll print out and take to office depot later for binding, but gee, the resultant print in the saved pdf's is sooo tiny - too small to read comfortably, I'll have to use a magnifying glass to read the printouts, so isn't there any was to make all the print/graphics bigger?

There must be an option in safari when exporting to pdf. Or you can make the text in the page larger (also a browser option) and then print to pdf. I'm not using safari so I don't know exactly how to do it.

72
I'm afraid there is no pdf version of the online WME Book at the moment. You have to manually copy/paste the contents yourself and then print them. It shouldn't be that time consuming imo.

73
Darkfall lost souls is already a node-based panorama view game using the same method. The problem with that is that it doesn't allow moving the camera around freely because wme lacks real-time camera scripting.

74
That's impressive.  ::rock Is it using the same method "darkfall lost souls" is using? Placing the camera inside a 3D object? To fully develop this method you'd need to add real-time camera scripting in wme which currently doesn't have.

75
WME Lite / Re: WME Lite and ScummVM
« on: April 24, 2012, 11:27:11 AM »
Those are great news. ::beer Thanks for the work you are planning to do.

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