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Messages - SBOVIS

Pages: 1 ... 3 4 [5] 6 7 ... 27
61
Scripts, plugins, utilities, goodies / Re: INNOSETUP scripts
« on: May 14, 2007, 03:33:57 PM »
ah yes of course!! I understand.

Many thanks

62
Technical forum / Re: Actor.Talk
« on: May 14, 2007, 03:20:32 PM »
I have done some tests and it is beacuse the scene scrolls, my window placed on an 800x600 screen works fine but on a 1027 x 768 with 800x600 viewing window the scene scrolls as the actor moves and the window with text moves out of sight.

What I need to do with the scene scroll scenes is be able to have the window stay at the same position and ignore scene scrolling like the inventory window, is this possible??


 ??? ;D

63
Technical forum / Re: Actor.Talk
« on: May 14, 2007, 10:57:20 AM »
Hi,
     I have now created a window and an entity container, this works ok, and the text appears but for some reason it scrolls when the actor walks and the scene scrolls, how do I make it totally static and not scroll??

Example: text appears, actor walks down and the text scrolls up, actor walks up and the text scrolls down.

 ???

64
Scripts, plugins, utilities, goodies / Re: INNOSETUP scripts
« on: May 14, 2007, 10:29:46 AM »
Many thanks, But I was under the impression that you would have multiple string files not packages.
One string file for each language then at time of install the player would select the certain string file for their language which would be loaded. The string file contains tags which connect the translated text to the game.


Is this not the case??


 ???

65
Technical forum / Re: Actor.Talk
« on: May 13, 2007, 11:16:29 PM »
is there not a way to override the talk stances, but still use actor.Talk to get the subtitles?? as this is by far the easiest way to display the subtitles

66
Technical forum / Actor.Talk
« on: May 13, 2007, 08:54:56 PM »
Hi all,
        I have an issue regarding the Actor.Talk command.

In my project I am using this command to show Subtitles of text that accompany speech sound samples.

All well and good and it works great.

But I also have some instances where my main actor walks into regions defined on the screen which have scripts attached to them, these scripts play a sound and then the Subtitle text appears for this sound


For example:

On "ActorEntry"
{
actor.SetFont("donts/truetype.font");
actor.TalkAsync("What a strange place this is);
Game.PlaySound("sounds\STRANGEPLACE.wav");
}

Now the problem I have is that I have Talk stances setup and when I call the above in a script the actor stops and starts chatting (graphically) I want this in some scenes of the project but I also want in some scenes for these stances to be ignored and the actor just to walk into the region in the scene, kick off the script and carry on walking instead of stop and talk-animated. This all used to work before I used TALK stances.

Any ideas how I can get around this, as I need the subtitles to show for the sound samples being played.

I thought of having another ACTOR -invisible and use this, but it did not work properly and I had issues of the subtitle text not appearing where I wanted it to.

I also tried creating another stance whicxh had a spriteset of just the walking sprites but this did not work either. hahahahahahahahahaha  ???







67
Scripts, plugins, utilities, goodies / INNOSETUP scripts
« on: May 13, 2007, 02:18:11 PM »
Hi has anyone used this with multi language function and using multiple string table files from WME?

If so example scripts for INNOSETUP would be handy, I have looked at the scripts it comes with and do not really want to learn another language just to create an installer. hahahahahahahaha


Many thanks

 

68
Technical forum / Re: Beginner
« on: April 24, 2007, 07:47:12 PM »
What you need to do is save it out as single files as the last and first are the same file - graphically, then put it in an AVI builder like anim3 which you get with PSP7 and above  - trial versions on the net.

Or you can use my fav - Antechinus Animator Pro - very easy to use, create a sound file, add it in, even a logo or borders and create the AVI, then change the format to THEORA using FFMPEG2THEORA this will keep the size down from the original AVI(uncompressed) format and will play smoothly in WME.

Hope this helps, No hard and fast rules here, just experiment to get the desired effect.

Cheers.

 ::beer

69
Technical forum / Re: Beginner
« on: April 19, 2007, 05:20:25 PM »
Or you can use a program like this - SQIRLZ

http://www.tucows.com/preview/382027

That adds snow, rain, splashes or ribbles to all or part of a background save it as an AVI and then convert to THEORA.
Then all you need to do is place an invisible placeholder (same dimensions as screen of game) Entity.
Then in a script reference the entiity and play the THEORA video file that runs in the background, works great!!

Hope this helps.

70
Game announcements / Re: LIMBO of the LOST web site & promo
« on: April 17, 2007, 10:26:25 AM »
Our publishers site now holds the game footage movie that can be downloaded.

Here is the link below to the site: -

http://www.g2games.com/limbo/index.shtml


Also they are taking pre-orders.

Enjoy.

71
Technical forum / Re: Counting players actions
« on: April 17, 2007, 10:18:07 AM »
Hi,
    Yes I have set a global and then when the player exits/enters the room the global value is increased which in turn changes an hour glass graphic.

This also works with clickable actions too, so you have the flexability of when you want to update the hour glass graphic.


Simple but effective.

72
Technical forum / Counting players actions
« on: April 13, 2007, 12:59:23 PM »
Hi,
   I want to be able to count the players actions, is this possible?

For example when the player exits a scene = 1 step, when the player uses any of the 4 options, TAKE, LOOKAT, ACTION, SENSE on the menu = 1 step.

Then I want if the steps = 20 then this happens.....

steps = 50 then this happens....... etc

Can a global variable be setup and each action makes its value +1 then when it gets to a desired number the player is sent to a specific scene where a scenario is played out?

73
Technical forum / Re: Fatal Error question
« on: April 10, 2007, 09:38:27 AM »
ok thanks,
               This function goes in my Game.Script? and then called in my scene_init scripts? or placed in each scene_init script


Thanks

74
Technical forum / Re: Fatal Error question
« on: April 10, 2007, 12:02:10 AM »
Sorry here is the wme script



Code: [Select]
16:52: ********** DEBUG LOG OPENED 09-04-2007 (Release Build) *****************
16:52: Wintermute Engine ver 1.7.2, Compiled on Mar 11 2007, 17:17:43
16:52: Platform: Windows XP Service Pack 1 (Build 2600)
16:52: DirectX version: 9.0
16:52: BugslayerUtil.dll is bound
16:52:
16:52: Scanning packages...
16:52:   Registered 0 files in 0 package(s)
16:52: Initializing scripting engine...
16:52:   Script compiler 'dcscomp.dll' bound successfuly
16:52: Loading plugins...
16:52: Loading string table...
16:52:   23 strings loaded
16:52: Enumerating Direct3D devices...
16:52: Enumerating DirectSound devices...
16:52: Available video devices:
16:52:   NVIDIA GeForce 7800 GS (accelerated)
16:52:     nv4_disp.dll 6.14.10.9371
16:52: Available audio devices:
16:52:   Primary Sound Driver
16:52:   SB X-Fi Audio [DF20]
16:52:   Modem #0 Line Playback (emulated)
16:52:   SoundMAX Digital Audio
16:52:   [no sound]
16:52:
16:52: User selected:
16:52:   Video: NVIDIA GeForce 7800 GS (accelerated)
16:52:          Windowed:yes  Colors:32bit  T&L:no  Multisample:0
16:52:   Audio: Primary Sound Driver
16:52: Maximum texture size: 4096x4096
16:52: Engine initialized in 203 ms
16:52:
16:53: Fatal: Invalid instruction -557797922 ('scenes\scr\lev3r01\scene_init.script', line 110, IP:0x0)

16:54: Fatal: Invalid instruction -557797922 ('scenes\scr\lev3r02\scene_init.script', line 140, IP:0x0)

16:57: Fatal: Invalid instruction -557797922 ('scenes\scr\innofsinnbar\scene_init.script', line 123, IP:0x0)

17:01:
17:01: Shutting down...
17:01: Shutting down scripting engine
17:01: ********** DEBUG LOG CLOSED ********************************************

and here is one of the scripts that is effected -(scene_init fpr lev3r01)

Code: [Select]
#include "scripts\base.inc"
////////////////////////////////////////////////////////////////////////////////
// setup actor's initial position depending on where he came from
global winCompass;
global BORDER1;
global BORDER2;
BORDER1.Visible = true;
BORDER2.Visible = true;
global TOPBORDER;
global BOTTOMBORDER;
global TOPBORDER2;
global BOTTOMBORDER2;
TOPBORDER.Visible = false;
BOTTOMBORDER.Visible = false;
TOPBORDER2.Visible = false;
BOTTOMBORDER2.Visible = false;
var TB = TOPBORDER.GetImageObject();
var TB2 = TOPBORDER2.GetImageObject();
var BB = BOTTOMBORDER.GetImageObject();
var BB2 = BOTTOMBORDER2.GetImageObject();

winCompass.Visible = true;
var KNOCK = Scene.GetNode("KNOCK");
var MOVIE = Scene.GetNode("MOVIE");
var NPC = Scene.GetNode("NPC");
var NPCRUN = Scene.GetNode("NPCRUN");
var CONVERSATION = Scene.GetNode("CONVERSATION");
global NumVisitsLEV3R01;
if(NumVisitsLEV3R01==null) NumVisitsLEV3R01 = 0;
actor.Active = true;


if(Game.PrevScene=="lev3r02")
{
  actor.SkipTo(184, 346);
  actor.Direction = DI_DOWN;
}

if(Game.PrevScene=="DMMAP")
{
  actor.SkipTo(235, 346);
  actor.Direction = DI_DOWN;
}




// point the "camera" at the actor
Scene.SkipTo(actor);
  Game.Interactive = true;

//conversations
switch(NumVisitsLEV3R01)
{
  case 0:
Game.Interactive = false;
          winCompass.Visible = false;
       TOPBORDER.Visible = true;
       BOTTOMBORDER.Visible = true;
NPC.Active = true;
actor.SkipTo(872, 265);
  actor.Direction = DI_DOWN;
Sleep(1000);
actor.GoTo(472,350);
actor.TurnTo(DI_LEFT);
actor.TurnTo(DI_LEFT);
 
actor.SetFont("fonts/truetype2.font");
actor.TalkAsync("Ahhh.....at last I find you. Please take this from me I think they are from a friend of yours and he is very, very worried about you and I am a little bit worried myself about being worried about your friend who is worried about you and I am worried about this and I want you to take it so I will not be worried No more!");
CONVERSATION.PlayTheora("cutscenes\worrymiesterdm\npc001.ogg");
while (CONVERSATION.IsTheoraPlaying()) Sleep(1);

CONVERSATION.PlayAnim("vocal spacer.sprite");

Game.TakeItem("THREECOINS");
NPC.Active = false;
NPCRUN.Active = true;
Sleep (1000);

actor.SetFont("fonts/truetype.font");
actor.TalkAsync("Thank you , but who......");
CONVERSATION.PlayTheora("cutscenes\worrymiesterdm\briggs001.ogg");
while (CONVERSATION.IsTheoraPlaying()) Sleep(1);

CONVERSATION.PlayAnim("vocal spacer.sprite");

actor.StopTalking();
Sleep(2000);
NPCRUN.Active = true;
actor.GoTo(472,350);
actor.TurnTo(DI_DOWN);
actor.TurnTo(DI_DOWN);
actor.PlayAnim("actors\briggs\briggs noframe\dontknow\dontknow.sprite");
  actor.GoTo  (0,312);
 actor.TurnTo(DI_LEFT);
 actor.TurnTo(DI_LEFT);
Scene.FadeOut(400);
 TOPBORDER2.Visible = true;
       BOTTOMBORDER2.Visible = true;
       TOPBORDER.Visible = false;
       BOTTOMBORDER.Visible = false;     
   TOPBORDER2.Visible = false;
       BOTTOMBORDER2.Visible = false;
TB.Reset();
TB2.Reset();
BB.Reset();
BB2.Reset();
NPCRUN.Active = false;
NumVisitsLEV3R01 = NumVisitsLEV3R01 + 1;
Game.ChangeScene("scenes\lev3r02.scene");  break;       
 }

////////////////////////////////////////////////////////////////////////////////
// scene state
global Statelev3r01;

// default values
if(Statelev3r01==null) NumVisitsLEV3R01 = 1;
{
 Statelev3r01.Visited = false;
}


if(Statelev3r01.Visited==false)
{
 
    Statelev3r01.Visited = true;
  Game.Interactive = true;
  }



{
  Sleep(100); // wait for 100 milliseconds
}



as you can see at line 110 of this script is a break; which it does not seem to like, it does not show as an error on screen in debug mode though and does not seem to effect the game running.



75
Technical forum / Fatal Error question
« on: April 09, 2007, 11:07:01 PM »
Hi,
   Ever since I have updated to 1.7.2 I keep getting these fatal error messages in my WME.script

EXAMPLE:
Fatal: Invalid instruction -557797922 ('scenes\scr\prisoncell\scene_init.script',line 100,IP:0x0)

When I look at this script and error line it refers to a line with a  break; at the end of it.

This never used to be an issue in previous versions of WME, does anyone know what this means?

Many thanks

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