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Messages - eborr

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Technical forum / Re: talk method
« on: July 08, 2009, 11:26:43 AM »
thanks very much for your help with this. I am very happy with the results.

Technical forum / talk method
« on: July 07, 2009, 12:50:08 AM »
I have been battling with a revised talk method, with only limited success.  I can get something working after a fashion but it's horribly crude.

I have been through the documentation and the forum and I think I am getting some insights, perhaps you can check my assumptions. I have looked at the code section from ghost in the machine which has given me some inspiration

I have created a basic talk method which I have attached to an object, I then call the method from the object and pass various paramters through.

I had a lot of trouble understanding where the code for the method should be stored, in the end I just attached a file in the testbed scene directory which worked ok.

1. If I want to revise the talk method for an actor do I put that method in the actor script or in some other locations, I tried putting stuff in game.script but that didn't work.

2. If I want an npc to talk how do I associate a revised talk method with that character, assuming his representation is just a sprite object - would that be as some attachement in the sprite editor ?

3. Having read the documentation, there is a clear recommendation that a custom window should be used to hold the image, ok so I can create a custom  window using the window editor tool, and can do stuff like set image.  What I would like to do is to put an image on a  static control programatically, can anyone provide me with a code snippet as an example of how this could be done.

Sorry for this post and the very naive nature of these questions.

I managed to work around the problem by creating another couple of scenes and that works fine, I tried to reproduce the error by adding some additional layers and they appeared to work ok, so the thing is a bit of a mystery. I can't see much point in sending you code that works(at least by my standards) many thanks fro the offer.

do you just need the scene file - I will have to rebuild it to try to re-create the problem.  I used a workaround of creating other "scene" files as sub-scenes and that works fine.

It will probably take me a day or so to rebuild it -

how shall I send it to you ?

I currently have a scene which uses a number of closeup layers (8), each layer is programmtically called, into an active state, theres is never more than one active layer in play.

Once I add the eighth layer- a close up layer become active on scene load.  I have specifically de-activated that layer in the scene init script.

Having experimented by re-creating layers that does not address the probem, having also experimented by changing the order of the layers in the scene editor, that has had the consequence of stopping the scene from functioning at all.

I can see two potential causes,

1. There is a finite number of layers the engine can cope with in a scene
2. I have a corrupt scene file

 ********** DEBUG LOG OPENED 01-07-2009 (Release Build) *****************
10:16: Wintermute Engine ver 1.8.10, Compiled on Feb 14 2009, 16:19:44
10:16: Platform: Windows XP Service Pack 3 (Build 2600)
10:16: DirectX version: 9.0
10:16: Scanning packages...
10:16:   Registered 0 files in 0 package(s)
10:16: Initializing scripting engine...
10:16:   Script compiler bound successfuly
10:16: Loading plugins...
10:16:   wme_sample_pixel.dll
10:16:   wme_snow.dll
10:16: Scanning packages...
10:16:   Registered 0 files in 0 package(s)
10:16: Enumerating Direct3D devices...
10:16: Enumerating DirectSound devices...
10:16: Game aspect ratio:    -1.#IND00
10:16: Monitor aspect ratio: 1.250000
10:16: Game aspect ratio is the same as monitor aspect ratio.
10:16: Backup resolution:  0 x 0
10:16: Available video devices:
10:16:   NVIDIA GeForce 8800 GT  (accelerated)
10:16:     Driver: nv4_disp.dll
10:16:     Monitor: 0
10:16: Available audio devices:
10:16:   Primary Sound Driver
10:16:   Sound Blaster X-Fi Xtreme Audio
10:16:   /syseng0019/[no sound]
10:16: Auto selecting devices for windowed mode:
10:16:   Video: NVIDIA GeForce 8800 GT  (accelerated)
10:16:          Windowed:yes  Colors:16bit  T&L:no  Multisample:0
10:16:   Audio: Primary Sound Driver
10:16: Maximum texture size: 8192x8192
10:16: ----- Open file: 'C:\Documents and Settings\Mr Hopkins\My Documents\wintermute\Column22\data\scenes\rons_apartment\rons_apartment.scene' -----
10:17: Shutting down...
10:17: Shutting down scripting engine
10:17: CBSurfaceStorage warning: purging surface 'scenes\rons_apartment\cabinet1.png', usage:1
10:17: ********** DEBUG LOG CLOSED ********************************************
any thoughts

Game announcements / Column22
« on: June 30, 2009, 01:24:54 PM »
Folks I have put up a small website.

Compared to the highly polished professional type stuff which you can link to from here it looks pretty scruffy, if you are interested please take a look.

Technical forum / Current Layer
« on: June 24, 2009, 02:43:59 PM »
another newbie type question, how  can I progammatically get the current  active layer name,

I have tried expressions like

var x = Layer.Name;

and this just causes a compiler error -any thoughts

Technical forum / Re: turning off the inventory window
« on: May 28, 2009, 12:44:25 AM »
thanks that worked very nicely.

Technical forum / turning off the inventory window
« on: May 27, 2009, 09:48:04 AM »
I want a scene which is interactive, but the inventory window is disabled.  Looking at the documentation it would seem that

Game.InventoryVisible = false is the answer - however when I try this it doesn't work, is this because the of the main game loop script which sets the inventory periodocally sets it to true ?

If so can anyone suggest a work-around as I don't want to mess with major functionalilty like the loop script.

Technical forum / Re: trying to scale playtheora
« on: May 05, 2009, 09:35:26 AM »
works (of course) thanks very much

Technical forum / Re: trying to scale playtheora
« on: May 05, 2009, 08:43:00 AM »
My guess way it might be that, here is the code fragment that I have been basing my current efforts on.

I have tried variations using entities created in the scene manager as well as use of a dynamic entity as below. I have tried a range of different scales right up from 16 * 16 but all I get is the vioe playing in what I guess is a native size any thoughts ?

Video = Scene.CreateEntity();
Video.X = 12;
Video.Y = 24;
Video.ScaleX = 208;
Video.ScaleY = 160;

Technical forum / trying to scale playtheora
« on: May 05, 2009, 01:57:21 AM »
probably obvious, but I am strugglingto get a theora video to scale smaller, it works as it should with Game.Playtheora method, and I am able to launch the video from with the entity.Playtheora method, however what I get is either a fullscreen video  which is cut off or an attempt to play a slightly smaller than full screen video at different locations in the screen.
Is this an issue which Wintermute can manage, I assume it is or do I  have to make the video smaller. I am playing in non windowed mode.

btw the ff widget is generating .ogv files but they seem to fucntion ok

thank you for the information seems to play the .ogv extension file perfectly well.

Technical forum / Cannot get globals to be "globals"
« on: April 01, 2009, 12:42:25 AM »

I think I have worked it out it seems you have use the global prefix prior to using the variable in other scripts, that's fine, but my thinking was that if you re-used the global prefix you would re-initialise the variable - perhaps you can confirm these assumptions for me.

Probably doing something very obvious incorrectly here.  I am trying to use globals for games state, and they don't appear to work, I have looked at the thing a number of times, and even used the globals that are automatically initialised, but they don't seem to be visible to other procedures

this is the debug list

00:21: Compiling script 'scenes\greendale\scr\pat.script'...
00:21:   Error@line 26: Variable 'Stategreendale' is referenced but not defined
00:21: Compiling script 'scenes\greendale\scr\pat.script'...
00:21:   Error@line 62: Variable 'SpeechTrigger' is referenced but not defined
00:21: Compiling script 'scenes\greendale\scr\cu_background.script'...
00:21:   Error@line 4: Variable 'SpeechTrigger' is referenced but not defined
00:21: Shutting down...
00:21: Shutting down scripting engine

and the offending code is in three scripts, the two globals Stategreendale ( system generated) and SpeechTrigger are initialised in screen_init.script.

global Stategreendale;
global SpeechTrigger = 0;

in the script oat.script both are assigned values

Stategreendale.Visited = true;   - line 26
 SpeechTrigger = 1;  - line 62

in the script cu_background.script

if (SpeechTrigger ==1);

is there some switch I need to set for globals to work ?

Technical forum / Re: probably a simple question
« on: March 21, 2009, 09:50:03 AM »
sorry  the : was a typo problem also persists with a semi-colon - the error message was a standard could not complite the script - this was taken from the logfile, if there is a respository with a more detailed error message I could look that up - In retrospect I am now wondering if the problem was due to a missing brace somewhere, in any event thank you for the interest.

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