Please login or register.

Login with username, password and session length
Advanced search  

News:

This forum provides RSS feed. To query recent posts use this url. More...


Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jerrot

Pages: 1 2 3 [4] 5 6 ... 45
46
Game design / Re: A tune from planet Vermis ...
« on: October 12, 2006, 09:34:17 AM »
LMAO, that's great.  ::rock

Can't wait for the release...

47
Hi Lion,

hmm, I don't understand neither your example nor your goal.
250 / 10 is 25, why should it be float?

Anyway, WME Script uses these types internally, but in most cases you shouldn't have to care about it. So what do you need exactly?

Another example would be:

Code: [Select]
var myFloat = 100 / 3;Now that would internally be a float for sure. To get the result "33", you might use:

Code: [Select]
var myInt = Math.Floor(myFloat);which cuts off everything behind the comma.

48
Scripts, plugins, utilities, goodies / Re: WME Talk Scanner
« on: July 11, 2006, 09:48:11 AM »
The link is broken.
Anyone still got a copy of this util ? sounds useful

http://mac-bs.de/bullsoft/download/TalkScan.exe

(I hope Mac is not killing me for that... ;))

49
Technical forum / Re: How to play sound at scpecial place ?
« on: July 07, 2006, 01:06:29 PM »
Hi BorisC,

I've tried to add region entity and add script with "game.playsound(name)" but it's everywhere ;(

Don't use the "Game.PlaySound" method, but "this.PlaySound" instead. "this" is your entity in your attached script. If you put your entity to the upper right corner then, that's it, the sound will follow the entity's position.

Quote
How to fade volume of music ?

Well, you might lower the volume with SetSoundVolume() according to the actor's position then - by calculating a desired percentage of the volume in dependance of the distance between actor and sound source position.

50
Technical forum / Re: widescreen monitors
« on: June 30, 2006, 08:57:47 AM »
Hi DocBass,

IMHO you have to set that behaviour in your graphics card settings, whether to stretch or to center fullscreen resolutions that don't fit the widescreen aspect ratio, at least it's that way with my NVidia card.

There is only some software (like TV software) where you might choose your monitor ratio (4:3, 16:9, 16:10) and simply adds black borders in case.

Greetings, Jerrot.

51
Technical forum / Re: How can I use high resolution characters ?
« on: June 26, 2006, 03:25:59 PM »
Well, sorry, but that's simply too much for a 2d animation then. You already found the problem yourself by trying it with a 64MB graphics card, so... I don't know what to say, it's not an engine problem, you just hit the final frontier.  :-\

52
Hi Maidnet,
ah ok, I understand now. Oh well... I always like to help, but this stuff is quite time intensive and I can't promise you if I will find it. But feel free to send me some more detailed information as private mail.

Greetings, Jerrot.

53
Hey,

nice screenies. :) About that SCUMM thing... I started something like that, uhm, 3 years ago *hem* but most of it is still valid for the current WME versions. You find the thread here:

http://forum.dead-code.org/index.php?topic=239.msg1634#msg1634

I also "revived" that interface last christmas, so if it doesn't work, feel free to ask (or who ever will implement that). I myself won't fine the time for it though, sorry.

Good luck, I'm curious to see the final game!

54
Feature requests, suggestions / Re: 3D characters discussion
« on: June 11, 2006, 10:26:17 AM »
That's not some fixed number, it depends on the computer, the graphics card, all the parallel running scripts... actually the IMHO best thing you can do is having some test system (which you declare as a minimum requirement) and do some tests with a scene where your maximal number of actors are visible at the same time. Then test them with some (for the ease of use maybe just downloaded) actors of different polygon size.

You should probably get some value between 1000 and 8000, but this is no fixed rule at all. 150,000 ist definitely too much though (good bye Poser...). ;)

55
General Discussion / Re: help with weapons
« on: June 10, 2006, 07:28:33 PM »
I'm an artist and a new one here too.I'm not a programer so I just want to now if I have your support.
Can weapons be possible in wme(I think with the wme api would be posible) and is threre an example.

Everybody is welcome, so... uhm... welcome. :) Even if I couldn't immediately help you in the chat channel, but well, I'm not actively developing a WME game.
So for your question - yes, it is possible in certain ways, like adonf already mentioned, you can attach meshes (weapons) to actors and the API allows you a lot. But, you have to keep in mind that it's no full 3d engine, so stuff like collision detection etc. is not easily given yet.

You might also want to check this thread and the containing sources:
http://forum.dead-code.org/index.php?topic=1333.0

Feel free to ask detailed questions, good luck.

56
Technical forum / Re: Fullscreen doesn't work
« on: June 10, 2006, 10:54:45 AM »
It's fixed. Apparently it had something to do with using 120 dpi fonts in windows XP's desktop. Setting the font size to 96 dpi enabled the full screen mode, or so I was told...
Unfortunately I can't do any tests on that machine to confirm that.

At least I can't confirm that on my notebook (Dell XPS Gen 2) which also has a native 1920*1200 resolution. I switched to 120dpi fonts and restarted, but the fullscreen mode of WME always stayed available. However - good that it's solved for you now.  ::thumbup

57
Technical forum / Re: return to the previous scene
« on: June 10, 2006, 10:43:13 AM »
Take care of case sensitivity (Filename instead of FileName). So the correct syntax is:

Code: [Select]
on "LeftClick"
{
    Game.ChangeScene(Game.PrevSceneFilename);
}


58
Game design / Re: Opinion wanted for on a character concept
« on: May 31, 2006, 06:10:52 PM »
Howdy.
I prefer the first one, he looks like a good old adventure main character, more comic stylish with his big eyes and somehow funny. The second head is well done, too, but - not regarding the lighting - he looks to serious to me.

Of course this depends on the story of your game, too. I'd like to see "head 1" in some funny role - a smart swindler you just have to like. ;)

And the body perfectly fits to both of them imho. There is something about the trousers - I guess some detail is missing, but I can't say what.

Just a first impression, good work for sure!! ::thumbup

59
General Discussion / Re: WME 1.6 final
« on: May 18, 2006, 12:39:42 AM »
Darn, I should stop working - forever! There is so much to play around with. :)
Thanks Mnemonic, great stuff, I especially missed that you realized that Theora scaling (based on the entity scaling) - I'm amazed!

Thanks and some beers to you (and the czech icehockey team...  :P)!  ::beer

60
General Discussion / Re: Latest beta: WME 1.6 beta 3
« on: April 18, 2006, 03:24:09 PM »
new particle generator system;

wow!

new BlendMode attribute for actors, entities and particle emitters,

mega-wow! :)

You should not hide such great features behind short sentences like "see original post". ;-)
Thanks a lot!  8)

Pages: 1 2 3 [4] 5 6 ... 45

Page created in 0.039 seconds with 20 queries.