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Topics - Roman Navratil

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Technical forum / Shadow problems
« on: August 01, 2009, 01:08:25 PM »
We have got problems with shadows. We use X format for the characters and we use Stencil shadows (the hidden geometry is in .3ds file format and contains waypoints, block regions, walk planes, lights and shadow geometry, all in one .3ds file.
We have problems with the shadows also on other scenes and with different characters.
We have these problems on more PCs (tested on 4 PCs independently)

Heres an example of the problem (notice the weird black something "around" the character, it seems like some polygon or what, it goes down the character to his legs.:

Dont you guys know where is the problem? What we are doing wrong...(?)

Technical forum / Ogg Theora vs. AVI divx (quality of video)
« on: July 03, 2009, 05:15:32 PM »
I would like to ask you guys something: We are trying tests of render videos in the Ogg theora format and in the AVI format (with the use of Divx codec). The Source data for this are the BMP pictures converted to NONE-compresion AVI video file. That means absolutelly 100% quality, no compresion of the source data.

Problem is, that even when we set a relatively high quality of the Ogg Theora video, we do not get even at least the same quality as with the AVI (Divx) format (codec).  Even when the Ogg theora has twice the data-size (10 MB) of the AVI format (5MB), the quality is still worse (you do not have to bee even an expert in video to see the difference). The AVI (divx) is sharper and better, the "ogg" is blurred and worse.

When the data sizes of both- Theora (5MB) and AVI (5MB) were similiar, the OGG was a lot worse then avi. So we gave ogg theora a twice bitrate (10MB data-size file in final) then before but still it is worse then the old avi (with half of the size of Theora video).

I would like to ask, if we are doing something incorrectly, or is it simply imposible to get a better quality from OGG theora videos (if we still want to keep at least similiar data-size of the video). We are using a program called SUPER for the conversion to OGG theora.

The video has 800*600px and 25 seconds.

(Sorry for english, im writting it in a hurry)

Technické fórum / Ogg Theora vs. AVI divx (kvalita videa)
« on: July 03, 2009, 04:45:22 PM »
Chtěl bych se zeptat: Zkoušíme testy render videí ve formátu Ogg theora a AVI (s Divx kodekem). Zdrojem jsou přímo BMP obrázky, převedené do NEKOMPRIMOVANEHO avi videa. Tedy maximálně kvalitní zdroj, žádná komprese zdroje.

Problém je, že i když nastavíme relativně vysokou kvalitu videa u Ogg theora, tak pořád nedostáváme alespo

Hledáme programátora (spíše tedy *skriptaře*) ve WME.

Odměna je 10 000kč za dodání průměrně dlouhé kapitoly hry. Kapitol je celkem 8. Částka je vyplácena průběžně po dodávání beta a final verzí dané kapitoly. Cílem je spolupracovat do dokončení celé hry. Tvoří se na základě detailního scénáře. Drtivá většina ostatních věcí (grafika, zvuky, hudba, animace, atd.) potřebná v dané kapitole je hotova. Je to potřeba "jen dát dohromady".

Pokud máte zájem, tak nám pošlete email, ve kterém uveďte nebo příložte: 1) CV 2) Zkušenosti s programováním 3) Případně i zkušenosti s WME 4) Ukázky vašich dosavadních projektů 5) Případně i přímo ukázky projektů z WME.

Máme zájem o "zkušenější" a hlavně ODPOVĚDNÉ programátory.

Kontakt: Viz naše stránky

Viz níže.

Game announcements / Until I'm Gone - 2008!
« on: January 27, 2008, 01:06:09 AM »
Hi all!

It is has been half a year ago, when i have last informed you about the game "Until Im Gone". And since a half of a year is quite a big amount of "time", and many things could (and did :-) ) happen from then, I think it is a good idea to give you some up-to-date info, what do you say?

First of all, i want to say, that it is impossible to cover all the things that happened or to go more depth even in the ones i will mention, so if you are interested I think it will be better for you to check the website of the project itself. And if you dont know what UIG is, and you will not be satisfied with the fact that it is:...

FREEWARE 2.5D 3rd person point-and-click adventure game with horror elements and a psychological subtext. It takes place in a small mountain village covered with snow at Christmas time. The main hero is forced by his lady-friend to visit Pitfall Mountain. Soon after he arrives, the village is cut off from the outside world due to a huge snowstorm, and Nathan, who forced to stay until the storm blows over, unwittingly starts to reveal the tiny secrets of this picturesque village...

...You can also check the web on:

For those who are quite familiar with the project, lets move on:

Yes, as you can see, we had released new "full-valued" screenshots from the project. These are the ones we did not ever show anywhere else, not even in an interview, and they were also not part of any exclusive materials on any website- simply brand new screenshots! If you wanna see their fullsized versions or really "ingame" versions with a character on them with an interface even, check the website .

-Also I would like to inform you, that the project has been delayed to year 2008. For in detail described reasons read this:
*Reasons behind the delay* 

-We had taken part in ADOC 2007 (alias Adventure Developers Online Conference 2007) last autumn , where you could ask us any questions, and you had received an answer in 1-2 minutes... For this special event we had also released new (but this time "development") screens, which you probably also did not see yet. For more info and the dev screens, check the website (news sections, section "old")

-We had also prepared new Polls to let you give us more feedback, check the "Polls" section on our web.


-In the "old" news section you will now find information about the progress of the game. Each chapter is there described in more detail talking about the progress. And even that the information there are now quite out of date (you have to scroll down few times to get to them), if you wanna get a picture hows it looking (ok, looked) you now have a great opportunity!

-And what more... Well tons of more! :-) (If you do not visit our website periodically). We have more info overall (than we had last time), we have music, voice-acting, language translation examples (download section of the web). BTW talking about languages, the game is beeing translated now into 16 world languages! Czech, English, French, German, Russian, Hungarian, Slovak, Italian, Spanish, Portuguese, Swedish, Norwegian, Greek, Polish, Danish and Dutch!  You can also download wallpapers and much more.

I hope that I had pleased a little all your curiosity and questions about the project. If you would like to know anything else, feel free to contact us, here or via email, that doesn't matter... oh and look forward to the ONE and FINAL- 2008!

Faraway Studios

BTW i hope im not wrong in posting it in a new thread- but since its quite long, the old thread is "old" :-), I have a poll here and i even think that somewhere on this forum i had heard that if it is a new info, and the old thread is "old" and "down", we should start a new thread- I making it as a new thread. If the mods have a problem with this i can add this message of course to the old thread. Still I hope there wont be any  :).

General Discussion / Sales of adventure games
« on: September 30, 2007, 02:21:15 PM »
Hi there,

I'd like to ask you , if you dont know (by chance) the selling numbers of adventure games (worldwide would be the best). I've tried to search for them, but I have not been successful. I know for example, that Black mirror has something around 300 000 world-wide sold copies, and i had also heard, that Runaway (1) has something around 400 000 only in France! What about you, do you know some sales of adventure games yourselves?

And one other thing, im quite interested, if you guys (or women), do not know, how much % from one sold copy of a game sees the developer. Heard something about 20%...?

What do you think?

Technical forum / 3Ds export/import problem
« on: August 29, 2007, 10:20:02 PM »

We have problems with exporting the hidden geometry file to 3ds from Max 9. When we import the 3ds hidden geometry file back to max. You can see that the cameras target and the light (we use spot lights) target are on their places. But the camera (only one) and Spot lights themselves are "targeted" downside. Nothing we did so far helps. Heres a picture.

"pred exportem" means= before the export
"po importu" means= after the import

Don't you know what can cause such a problem? We did not have it before.

Won't implement / Zoom in SceneEdit
« on: August 28, 2007, 11:26:29 AM »

I would just like to suggest adding some "Zoom tool" to Scene edit, because some of our programmers have sometimes difficulty adding items/overlayers etc. to scenes. It is not a big problem, but some Zoom tool would make this proces more comfortable.

Im not a programmer, so there might be some option to avoid this problem. But when i communicate with some of our programmers, it seems there is not anything like this.

Game announcements / Until I'm Gone: Info³
« on: August 16, 2007, 11:59:53 AM »
Hi all

It's been a long time since I last informed you about our progress on our project- Until I'm Gone, and once again the time has come to set things right...

Obecné fórum / Until I'm Gone- One bad news + Nové screeny
« on: March 25, 2007, 12:30:07 PM »
Pokud občas skočíte na naši website, asi vám neuniklo že v horní části už nějakou dobu visí jako datum vydání projektu nápis "Winter 2006", jenže zima "právě" skončila a projekt nikde...

Předpokládáte bohužel správně, vydání projektu bylo opět odloženo, momentální datum vydání zní Q3-Q4 2007. O důvodech které nás k tomu vedli si můžete přečíst v novince na webu. Délku vývoje jsme prostě vzhledem k velikosti projektu a nedostatku zkušeností na začátku podcenili.

Při této přiležitosti jsme také po nějaké době opět vypustili nové regulérní screnshooty ze hry, aby nás někdo nanařkl že jen odkládáme ale progresu nikde :-), pokračovat pokračujeme jak jen můžeme, bohužel to není tak rychle jak jsme si představovali a jak bychom hlavně chtěli.

Obrázky v plné velikosti si můžete prohlédnout na webu.

Faraway Studios

Obecné fórum / Faraway hledá pomocné WME programátory
« on: September 08, 2006, 08:53:17 PM »
Hledáme pomocné programátory pro urychlení vývoje naší hry Until Im gone.
Jednalo by se o práci na "tématické skupince scén" (což bychom mohli označit prostě za "kapitolu", byť hra nebude dělena do kapitol) . "Globální věci" má na starosti hl. programátor, vy by jste pracovali "pouze" na scénách (popis, scriptování, dialogy atd.)

V případě zájmu se prosím ozvěte zde:



Game announcements / Until Im Gone- NEW Screenshots!
« on: June 19, 2006, 06:36:45 PM »
Hi all
After some (longer) time period we have decided to uncover little bit more about our "winter melancholy horor adventure game project" called "Untill Im Gone" ( ), which is still going to be released as a freeware. The game, unlike few other comparable project which gradiently fall away, keeps going on, but it costs tolls in the meaning of release dates, which are hard to observe in freeware project; our current release date is set to Q3-Q4 2007 and we belive that this is the one! As you can see we have released 3 new pictures from the game and new info is also about to come soon. And still we are trying as much as we can to let you feel that you are really "in the game", in unhospitable times of winter in Pitfall mountains, with strange people and strange things happening around you which all lead into one explanation and one end...
For fullsized images visit please our website where you can also find many other screenshots, information and more.

With kind regards

Roman Navratil
Faraway Studios

You haven´t heard about us for some time, have you... (if you remember us at all :-) ).

Our (old) Web hasn’t been updated for some time. This was due to several things - mainly because we have been working on our project - "Until I’m Gone" rather than on a Webpage. The second reason was that we have been creating a new Web, which is now ready and uploaded. So forget about our old address, and remember the new one -

But we also have some bad news for you... We had to delay the release of "Until I’m Gone" from May 2006 to Winter 2006 (the reason that we had to do this can be found on our Webpage). But as a small compensation we have released completely new screenshots (large variants on our web), and information, which can be found on

So don´t worry, the game isn´t dead at all (as some of you might have thought) we are continuing onwards, and Winter 2006 should be the really final release date for this project. So look forward to Winter 2006, it´s gonna be really cold... For the latest information, new and up-to-date screenshots, visit us at .

Faraway Studios team

Obecné fórum / Until Im Gone: Nový web, nové info, nové screeny
« on: June 14, 2006, 04:56:27 PM »
Chtěl bych vám oznámit že se nám konečně podařilo "zprovoznit" nový web a při té příležitosti jsme vypustili jak další informace, tak nové screenshoty.

Nová adresa webu je nyní

Technické fórum / Nesedící skryte g
« on: February 23, 2006, 09:37:14 PM »
Chtěl bych se zeptat co dělám špatně při tvorbě skrytych g. Při ohraničování objektu z puvodni sceny a vubec tvorbě walk plane, waypointu atd. postupuju přesně podle toho kde by ve scéně otevřené v 3d studiu měli být, když se ale na všechno podívám ve WME nebo přímo ve hře, je "vše" dost posunuité a nesedící. Čím je to způsobeno, dá se s tím něco dělat (předem upozornuju že nejsem programátor :-) ). Dík za každou radu.

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