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Messages - eborr

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Technical forum / Custom attributes
« on: March 12, 2016, 08:17:20 PM »
I have added a number of custom attributes to Scene Nodes. The value of these nodes is changed programatically during play. This works. However if I change scene and return then the original values are reset.

The remember nodes checkbox is true, and I have added a line of code to set the PersistentState of the scene to true right before the changescene statement.

Any ideas ?

Bug reports / object1
« on: March 12, 2016, 10:43:38 AM »
not as massive thing and it has a simple work around- But if you create a scene node called object1 and then try to assign it a variable it is not recognised as an object. The fix is simple - just change the name

Game announcements / Re: Shadow Of Nebula
« on: March 02, 2016, 08:00:33 PM »
I was going to back this on K/S so simple decision to buy, looking forward to trying it out

Technical forum / Re: AddResponse
« on: February 17, 2016, 12:50:29 PM »
Thanks for the replay, I am aware of  that option, but the thought of having to prepare a whole load of pngs, is not desirable, especially as the goal for this game is to have it available in at least 3 languages one of which will use  cyrillic script - So it;s essential I can pass the text through.

The solution to the problem is to have a variable background image which is triggered by the number of responses. Getting the graphic  the correct size is fiddly as with elements in the response box you don't have the same level of dynamic control - but we will get there

Technical forum / AddResponse
« on: February 16, 2016, 03:26:05 PM »
Don't know if anyone has come across this, but what I want to do is to add a background for each line in a response box, and what seemed like a neat solution was to add an icon as well as some text - the third parameter that AddResponse() accepts is an icon file name. What happens though is that the icon overwrites the text - eg it's drawn after the text - any idea out there ?

Technical forum / Re: Game.Interactive and mouse click
« on: January 20, 2016, 03:31:26 PM »
with most windows you can do this by setting the ingame attribute, I don't know if this functionality extends to the inventory though

you get the entity to "Talk" and set the subtitle.X and subtitle.Y accordingly - you can then set the subtitle width if that would help

Don't know if this might help, but I was in my usual bumbling way trying to work out how to fade a single control in a window, didn't work with the static control, but I was able to achieve the result I wanted by using an entity container, and applying my fade method to entity object. As the entity uses a sprite you have full access to all the attributes of a scene object, such as size

I have investigated something similar to this before, the problem that you have is although though methods appear to be available I think they are only implemented on scene objects and not on window controls. You only option, unless you want to mod the engine is to do the classic character count and when it exceeds you line length go back to the last space and through a carriage return line feed. I note what you are saying about non standard font, in which case the you simply have to allow for less characters than you otherwise might with another font - eg you drop your max characters from 80 to 60

Technical forum / Re: After load
« on: December 07, 2015, 11:15:36 PM »
No-one replied to this - and I am getting the same error occurring now - it's got something to do with a loaded game

Hi took the trouble of running the past couple of posts  through the google translate, I don't believe your problem  has anything to do with the compatibility of the engine with windows and it's newer versions, or the use of the latest tech. I run WME on a pretty much state of the art machine- with a X99 chipset an I7 extreme processor.  with windows 10 64 bit build. It also worked on this box with the vile windows 8, and it also works perfectly on my hp laptop which is an I5 with the latest version of the intel graphics.

Your problem lies elsewhere

A couple of diagnostic idea's for you.

I am assuming on the notebooks you are running the game in compiled mode ?

If not you could try to try to install the IDE and see what happens

If either case you have a look at the wme log file which is in the project directly, at the top of this it should give you some indication as to the problems with the hardware

Not in my experience no, I have run wme compiled games on a whole range of computers including a 64 bit laptop.

I am guessing you are running in compiled mode and not through the project manager

I don't understand the error message but my guess is that for some reason that settings program cannot find some component that it is looking for. Once clue might be the use of fixed as opposed to relative addressing of assets -

Another might be that the program is expecting a dll that you have not copied across.

I don't know how you moved the program between computers, to my mind the best way to do this is zip up everything in the packages folder and unzip it on a new computer, and then run the game executable from within the new unzipped folder

Scripts, plugins, utilities, goodies / Re: Source Code for a Word Puzzle
« on: November 18, 2015, 11:50:05 PM »
Can I suggest you park this project and go back and work you way through the Wintermute book, you can find this under the help option in the main menu it's within the WME documentation.

Once you have gone through that, then revisit this project and I am sure much more of it will make sense

Technical forum / Re: Camera following actor
« on: November 09, 2015, 06:30:54 PM »
rather than repeating what has been written by far great authorities than me. can  I suggest you look up the references to Game.MainObject in the documentation and in the forum. That should tell you what you need to know

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