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Messages - Mac

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31
Technical forum / Re: Game.PlayMusicChannel behaviour
« on: March 04, 2007, 09:27:04 PM »
Hi,

I changed the wme_demo project a bit to show you what I mean. First I changed the global music volume to 60 in game.script. I added a second music track that is played in the street scene. On every scene change the volumes of both global music volume and music channel volume of channel 0 are shown using Game.MSG(). Use the space bar to stop the music.

As you will see the demo will start in the room scene with the narco track playing at 100%, though the global music volume is 60%. You leave the room and my added track will crossfade in at 60% (like it should be). If you go back in then, narcos track will be played at 60%. Everything works fine then until you stop the music with space bar. If you change the scene then, the new track should be played at 60% but it will play at 100%, because it's a simple Game.PlayMusicChannel(0,"blah") instead of a crossfade.
To add it up: Crossfading works with the global music volume, while a simple Game.PlayMusicChannel(0,"blah") will always play at 100%.

Here's the link: http://mac-bs.de/temp/wme_demo.rar

Mac

32
Technical forum / Game.PlayMusicChannel behaviour
« on: March 04, 2007, 02:31:36 PM »
Hi,

I just found out that Game.PlayMusicChannel() is not affected by the global music volume. Is it supposed to always play at 100%? If I do a crossfade between two channels it uses the global music volume as the aim value, but if I play a track with a simple call of Game.PlayMusicChannel (for example after stopping the backround music) it always plays at 100%. Do I have to set the channel volume acoording to the global music volume explicitly after each call of Game.PlayMusicChannel?

Mac

33
Technical forum / Re: Snoop key function
« on: March 04, 2007, 12:30:18 PM »
That's very cool!  ::rock

34
Technical forum / Re: Snoop key function
« on: March 03, 2007, 12:02:40 AM »
Hi,

of course everybody may feel free to use the code and to do with it what he wants.

@Mnemonic:
Is there a way to create a region at runtime? It would be a lot of work to add it to each scene manually in scene edit.

Mac

35
Technical forum / Re: Sprite order problems and crashes
« on: February 28, 2007, 05:31:29 PM »
Quote
It should be enough, as long as the actor is always inside a scene region.
Yes. The actor is always in a scene region. That shouldn't be the problem.

Quote
If you ever need to generate the file on the tester's machine, they'll need to copy the BugslayerUtil.dll to the game directory (and it only works on NT-based Windows).
The BugslayerUtil.dll is enough? No need for debugmode (using wme.ini) or something?

Mac

36
Technical forum / Re: Sprite order problems and crashes
« on: February 28, 2007, 04:01:00 PM »
Quote
If you say foreground sprites, does it mean they are in a separate scene layer?
No. They are just sprites entities and I put them below the floor region in the entities list in scene edit. I thought that would be enough and I only use layers for parallax scrolling. Should I put the fog layers and so on into a seperate layer?

Quote
wme_crash.txt would be helpful.. Are you able to replicate the crashes on your development machine?
It's like it always is ... on my machine everything works right ... I'm currently waiting for a save game from one of the testers. Then I'll try to get a wme_crash.txt and then I'll post it here.

Mac

37
Technical forum / Re: Snoop key function
« on: February 28, 2007, 03:23:58 PM »
Hi,

I just added such a function to our game and it works nice.

First of all add a global variable to your base.inc:

Code: [Select]
global ShowHotspots;
Then add the following to your game.script:

Code: [Select]
on "Keypress"
{
   // on Space key
  if(Keyboard.KeyCode==VK_SPACE)
  {
    if(!ShowHotspots) {
      // load and display the main menu window
      if(Scene.Name!="Startmenu" && Scene.Name!="LeereSzene" && Scene.Name!="Credits" && Scene.Name!="Logo" && !Game.ChangingScene) {  // This is just for excluding some scenes in the game where hotspots shouldn't be shown
         var MainLayer = Scene.MainLayer;
         var Helper=new Array(MainLayer.NumNodes);

         ShowHotspots=true;

         // process all entities in the main scene layer
         for(var i=0; i<MainLayer.NumNodes; i=i+1) {
            var Node = MainLayer.GetNode(i);
            if(Node.Type=="entity" && Node.Interactive==true && Node.Active==true) {
                  Helper[i]=Scene.CreateEntity("Helper");
                  var HelperHelp=Helper[i];
                  HelperHelp.SetSprite("sprites\system\help.sprite");   // Replace this with a sprite that should mark the hotspots
                  HelperHelp.X=Node.X;
                  HelperHelp.Y=Node.Y-(Node.Height/2);
                  HelperHelp.Active=true;
                  HelperHelp.Interactive=false;
                  HelperHelp.Scalable=false;
                  HelperHelp.Rotatable=true;
            }
         }

         // rotate all helper entities
         for(var t=0; t<=360; t=t+15) {
           for(i=0; i<MainLayer.NumNodes; i=i+1) {
              HelperHelp = Helper[i];
              if(HelperHelp.Name=="Helper") {
                    HelperHelp.Rotate=t;
              }
           }
           Sleep(50);
         }

         // delete all helper entities
         for(i=0; i<MainLayer.NumNodes; i=i+1) {
            HelperHelp = Helper[i];
            if(HelperHelp.Name=="Helper") {
                  Scene.DeleteEntity(Helper[i]);
            }
         }

         ShowHotspots=false;

      }
    }
  }

}

It shows sprites on every (active) hotspot (in our case a little question mark) in the scene when hitting the space key and rotates it 360 degrees.
You may change it the way you want it, but maybe this helps you to get in the right direction.

Mac

38
Technical forum / Sprite order problems and crashes
« on: February 28, 2007, 03:13:31 PM »
Hi,

the Beta testing for our game has started and we have some serious problems. First, there are problems with sprite orders in nearly all scenes that have foreground sprites in them. For example we have a bar scene with two foreground sprites. One, for some tables that should be in the foreground and an additional fog sprite. The problem is, that in some cases the actor is in front of the foreground sprites instead of behind. You can enter the scenes ten times and two times of it, the actor is in the front. Does anybody else experienced such a problem?

The second thing is that there are rare crashes when entering some scenes in the game. The involved scripts only contain very basic stuff and it only occurs (like the other problem) sometimes. I tested and tried a lot of thing for some time now, but don't have a clue yet.

Mac

39
Game announcements / Re: Mystic Triddle Demo
« on: February 22, 2007, 06:24:47 PM »
Hi Rocco,

very cool demo (tried the german version btw). Nice graphics, animations and riddles. I'm looking forward to the full game.

Mac

40
Technical forum / Re: Problems with package priorities
« on: February 21, 2007, 09:57:08 PM »
Yes, I'll use the workaround for now.
Thanks.

Mac

41
Technical forum / Problems with package priorities
« on: February 21, 2007, 08:42:01 PM »
Hi,

I am working with 2 packages for the localization of our game (german, english). Since I was only working on the german version for a long time I used to set the priority of the german package to 1, the priority of the english package to 0 and everything was working right. Yesterday I swapped the priorities of both packages to have a first glance at the english version. I compiled the game, and afterwards I've set the priorities of both packages to their initial states. But now the priorities are not working anymore. WME only takes the english files, even if the priority of the german package is higher.

Another thing is that the list of plug-ins in the project settings is not visible anymore. I can select the first three lines in the window and I can see the names and details in the field at the bottom. But the descriptions in the list are gone (I think since 1.7). Has anyone else problems with that?

Thanks in advance.

Mac

42
Technical forum / Re: translation problem
« on: February 21, 2007, 06:16:32 PM »
Hi Rocco,

try this:
WinCaption.Text = Game.ExpandString("/STANDARD0011/ Verwende ") + Item.Caption + Game.ExpandString("/STANDARD0012/  mit ") + ActObj.Caption;

The automatic translation doesn't work with simple 'selfmade' strings.

Mac

43
General Discussion / Re: Happy birthday Jerrot!!!
« on: February 14, 2007, 03:26:40 PM »
Ja hollahi,

von mir natürlich auch herzlichste Glückwünsche und alles Gute. Feier nicht zu viel, aber was noch viel wichtiger ist: nicht zu wenig!
 ::beer ::beer ::beer

Mac

44
General Discussion / Re: WME 1.7.1 (Feb 11 2007)
« on: February 11, 2007, 07:41:52 PM »
Thank you very much. The block-selection in String-Table-Manager will be VERY helpfull.  ::rock

Mac

45
Scripts, plugins, utilities, goodies / Re: MACs WME Toolbox
« on: February 06, 2007, 08:39:16 PM »
Hi community,

I just uploaded a new version of the Toolbox (V0.2). The main changes are the possibility to ignore commented lines and areas during CSV table creations and featuring of the automatic speech file system of WME.

Download it using the link in the first post.

Mac

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