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Messages - Jerrot

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61
Technical forum / Re: WME connecting to Microsoft at startup?
« on: March 26, 2006, 03:51:11 PM »
Welcome Django,

well yes, this behaviour is known, though its not the engine itself that connects to "Big Bro'", but some WHQL certified videocard drivers do that.

As far as I know (but that information is about 6 months old), Mnemonic found no real workaround for that yet, but if you allow that connection once, it shouldn't connect afterwards anymore.

There also is some checkbox in the DirectX settings (dxdiag) about it. Actually it *should* stop this behaviour when this checkbox is unchecked (and therefore it'd be up to your users and should not only be WME specific) but it seems that this doesn't always work for some reason.  ???

I hope my information is not too outdated, maybe someone want to correct me. ;)

Jerrot.

62
General Discussion / Re: Happy birthday Odnorf!
« on: March 26, 2006, 02:50:11 PM »
Woooooooooooohoooooooooo...........  ;D

Happy birthday, dear old man, best wishes from Kirsty and me as well!!!
What can I say more than... this deserves more than just some small beers, so:



Enjoy this big and steady refilling one! ;)

63
Game design / Re: Complete Human Vol 1 model pak released
« on: March 13, 2006, 10:20:10 AM »
PS: The price is at about EUR 55.55

64
Technical forum / Re: How do I create THEORA video files
« on: March 10, 2006, 03:42:17 PM »
Actually yes, I had that before - but I've got no clue anymore what I changed until it worked... :-\

65
Technical forum / Re: Snow plugin
« on: March 10, 2006, 03:39:30 PM »
OK thanks, how about the angle of the actor, say he is moving downright if I use the footsteps sound code the entity for the footprints will be the same.
Should I create 8 scripts attached to the 8 positions all calling 8 different angled footprint graphics??

o_O
Come on, you are kidding me?! ;)

Of course not, why should you need 8 different? All you have to decide in your event is which sprite the engine should load for the new entity - depending on the current value of actor.Direction

Edit: Excuse my impatience please, I just had a bad day. ;)

66
Technical forum / Re: How do I create THEORA video files
« on: March 10, 2006, 03:30:12 PM »
Always try to have "uncompressed AVI" as source.
Using some compressed source like DivX or whatever leads to a very bad quality when compressing it "again" to Theora.

(Yes, uncompressed AVIs are very very very BIG. :) )

67
Technical forum / Re: How do I create THEORA video files
« on: March 10, 2006, 02:39:40 PM »
Well, uhm, that tutorial came from a discussion in the IRC channel and actually I was able to encode my videos exactly that way. If you can't play the videos with VideoLan itself, you either did something different or your version has some trouble, hard to say... can you upload me the encoded video that doesn't play?

68
Technical forum / Re: can't fingure out 3d char scripting...
« on: March 10, 2006, 01:17:30 PM »
Well, no, don't open the ms3d file with LoadActor3D. Of course the ms3d file doesn't have the ACTOR3D keyword, that's why it complains and it wouldn't work anyway, so

Code: [Select]
actor = Game.LoadActor3D("actors\trinity\trinity.act3d");
Game.MainObject = actor;

is fine as you tried it first and I doubt the crash really is an actor issue. More probably your geometry file is crashing the engine, did you make sure you have at least one camera included? Do you have a walking plane and was it properly named in Blender before exporting it? (e.g. "walk_floor")

69
Technical forum / Re: How do I create THEORA video files
« on: March 10, 2006, 01:07:51 PM »
Hi I have created my theora video using VC player but when I try to execute it with Game.PlayTheora("filename"); I get sound but no video??

Is this because I did not have the theo codec on my machine at time of creating the file??

No, the VLC is quite independant. Can you play your created Theora video with VLC itself? If yes, something else in your WME script is wrong. If not, try to create the video again first.

70
Technical forum / Re: Snow plugin
« on: March 10, 2006, 01:06:09 PM »
very similar then to the footprint sounds I guess

Yes, exactly, you can use the same event then. Just generate the new entity there with a script that controls the disappearing of itself.

71
Technical forum / Re: Snow plugin
« on: March 10, 2006, 10:42:05 AM »
You might trigger events in the sprites when the foot arrives the floor. And the event handler has to generate a new entity at that location displaying the footprint.

Then you attach a little script to the new entity which makes the footprint disappear after a given time by increasing the transparency value in AlphaColor.

No, don't even ask (at least not me) for a code sample, you can do this! ;)

72
General Discussion / Destinies as candidat for hype-o-meter!
« on: March 06, 2006, 11:56:59 AM »
Hiya,

if you're not a regular visitor on "adventuregamers.com", you might have missed that "Destinies", one of the most promising future WME games, did it into the votings for their well-known "Hype-o-Meter". So if you're a registered user and - of course - if you ARE excited about Destinies, check out this link to vote for it: http://forums.adventuregamers.com/showthread.php?t=13619

Of course you can vote for whatever you really want, I just found this topic, because *I AM* much more waiting for Destinies than for BS4 (they really hit me down to ground with BS3...  :P)

Greetings, Mr. J.  8)

73
Technical forum / Re: How Engine understand that actor is in region?
« on: March 01, 2006, 09:16:33 AM »
I think it is triggered whenever the hotspot of the actor gets inside the region (you usually place this near the feet of the actor).

Exactly.

74
General Discussion / Re: Happy Birthday Jerrot!
« on: February 15, 2006, 10:24:57 AM »
Hi everybody!

Oh my, that was fun reading this thread. :)

And somehow it perfectly reflects a typical day in IRC as well, heh. And (still) it's great to know you, guys!  ::rock
Thanks to all of you! I'll have some drinks on you at the weekend. ;)

75
Technical forum / Re: Blender->3ds export
« on: February 02, 2006, 01:30:58 AM »
(tnx Jerrot for the info).

Thanks for writing the answer for me. (Wow, I'm so lazy, I let other people answer for me ;))

But seriously:
@DuncanS:

At least the version worked with the Blender version from December. If you encounter any problems with newer version, please feel free to tell me, since I'm not using it too often myself. IMHO that necessarity of correcting the FOV came from some change in the world coordinates system in Blender some versions ago, but still it should work fine.

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