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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Messages - SoundGuy

Pages: 1 [2] 3 4 ... 14
16
Bug reports / Autosave Pizza Morgana Episde 1 crashes with WME 1.9.1
« on: January 17, 2010, 09:08:22 PM »
Yes, i tried replacing the pizza.exe with the one WME 1.9.1 makes in the regular release that you have - and it crashes.
The game calls the autosave function when you choose to exit from the in game menu while playing.

I'll appreciate it you either find a workaround, or fix it asap. I want to rerelease Episode 1 with toon shaders.

17
sent you an email

Oded

18
Technical forum / Theora actors
« on: January 04, 2010, 08:15:47 AM »
Hey,

i got an idea for a protytpe with FMV actors (i.e. phantasmagoria / tex murphy style) .
I'm considering how to do it - shoot the live actors over green screen, and remove it in some editing software.
but then how would i load them into WME? as a series of PNG's ? that seems like a lot of work. Is it possible to be done as Theora video? can i define transparancy to theora video?

Oded

19
Technical forum / default scite settings
« on: January 02, 2010, 04:58:13 AM »
Hey,

when i installed WME 1.9.1 , it runs over the scite properties. Luckily, i remembered it doing it from previous upgrades, and made a backup copy.
first i'd like to suggest that the installer won't override them, but somehow compare them to what it has to install and applis the diff like a good source control woudl do.

other than that, i want to suggest some improvements to the configutarion files.

1.  file SciTEGlobal.properties line 156:
Code: [Select]
find.files=*.script *.inc *.def *.window *.ACT3d
no need to have .C there...

i also define
Code: [Select]
buffers=99
in line 109



2. to enable the compilation, you actually need to add this line in wme_tools.properties

Code: [Select]
command.go.subsystem.$(file.patterns.script)=1


Oded

20
Happy New Year Mnemonic and all muties!

21
Technical forum / Re: texture not loading in WME for an .x
« on: December 30, 2009, 12:09:02 AM »
use this scene
http://pizza-morgana.com/beta/match3.3DS it's got the right scale for the object.

22
Technical forum / texture not loading in WME for an .x
« on: December 29, 2009, 04:35:52 AM »
object:
http://pizza-morgana.com/beta/sphere.X
texture:
http://pizza-morgana.com/beta/Yellow.PNG
act3d:
http://pizza-morgana.com/beta/Match3Gem.act3d

looks ok in MVIEW for some reason, in WME it doesn't load the texture and looks gray.
also doesn't display in whe projmanager.



23
Technical forum / Static text in a scene
« on: December 29, 2009, 03:30:18 AM »
Other then loading a window along with the scene and unloads when you leave it, is there any way to place a static text field in the scene, like the contents of a billboard?

24
Technical forum / Re: background conversation demon - best practice?
« on: December 18, 2009, 07:51:38 PM »
right. crash bug solved  - now back to my original questions, about background deamons.


some questions and discussions :

1. is this the best way to do it?

2. IN the episode 1 deamons, i didn't use the events, but instead i just called TalkCycle() from the script's own code which is executed when the script is loaded. what's better - callinng event for a script that's already loaded, or relaoding the script every time from scratch?

3. We also used to keep it as a scene_init this.variable instead of a global, and unload it when leaving or entering the scene . is it the right way to do it ?

4. are there any posibilities for zombie daemons still running when you exit or re-enter the scene?

5. do many scripts of this type causes the engine to run slower (we have unresolved performance issues with EPisode 1 which we don't understand)


25
Technical forum / Re: WME 1.9.0.1 (Kinjal Edition, v1.3)
« on: December 18, 2009, 08:58:43 AM »
Kinjal: will you agree to the licensing so those of us that use the main branch can use your very useful sounding changes?

26
Technical forum / Re: WME 1.9.0.1 (Kinjal Edition, v1.3)
« on: December 18, 2009, 08:07:39 AM »


Quote
This question adrresed to me or to Mnemonic?
To Mnemonic.

So, Mnemonic - any plans on merging any of these changes into the main 1.9 WME branch?
most of them seem useful.

27
Technical forum / Re: background conversation demon - best practice?
« on: December 18, 2009, 08:04:48 AM »
...

Code: [Select]

this.Reset();

bebore:
Code: [Select]
if (Game.Subtitles == false)
this.SetTalkSprite("actors\NullAct\null.sprite");
else
this.SetTalkSprite("interface\system\tinybaloon.sprite");

it still crashes.
the fix will be in 1.9.1 i assume?

28
Technical forum / Re: background conversation demon - best practice?
« on: December 17, 2009, 01:54:22 PM »
i'll see how i can do it minimal.

29
Technical forum / Re: background conversation demon - best practice?
« on: December 17, 2009, 12:25:47 AM »
i've spent a while now trying to create a clean environment to reproduce it using WME_DEMO_3D but i can't .
any chance you'd figure it out by looking at the crash reports or something?
or at least give me some hint to what it is i might be needing to look for ?

30
Technical forum / Re: background conversation demon - best practice?
« on: December 16, 2009, 11:00:27 PM »
i'll try.


Oded

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