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

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Messages - SoundGuy

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right. 2 months ;)
and if no major bugs then cool!
waiting to use it full time.

been almost 3 months, when is 1.9.0 goign from beta to release (or when is 1.9.1 goign to be available?)

Technical forum / Re: Actor dosen't show textures
« on: November 08, 2009, 10:36:37 PM »
mode details :
WME 1.8.10
shows up OK in Mview.
shows up as WHITE in both project manager and game when running in DX8 mode
Now we found out that it shows up correctly in game when moving to DX9

no persistent errors in the log file.

x file:
Material {

     TextureFilename {

textures are all powers of 2.

Technical forum / Re: Actor dosen't show textures
« on: November 08, 2009, 03:36:12 AM »
i'll add that it doesn't show the black/red image missing, and that it loads without errors in WME Project manager.

Game announcements / Pizza Morgana Halloween Sale : 50% off price!
« on: October 27, 2009, 11:54:16 PM »
Hey Fellow Muties!

From now, until Oct 31st, Pizza Morgana Episode One - Monsters and Manipulations in the Magical Forest will be sold for 50% off its price. Just use the coupon code ”Halloween2009” during checkout to get  episode one for HALF THE PRICE.

In case you don't know - Pizza Morgana is an episodic adventure game (that was built in WinterMute) that lets you play the charming tale of a young girl who is accidentally teleported into a magical dimension filled with monsters, vampires, faeries, and daemons, which all just happen to be employed as pizza delivery guys and what a better holiday to have it on sale than Halloween?

So get in your Jackie or Abbie Costumes and go play Pizza Morgana at !

Oded Sharon,
CEO - Corbomite Games

Scripts, plugins, utilities, goodies / Re: Shader preview
« on: October 13, 2009, 02:40:45 AM »
i did the following - i changed the color of the edge to black, and the border width

float4 BorderColor = { 0.0, 0.0, 0.0, 1 };
float BorderWidth = 4.0;

i added these lines into trinity's .act3d

    MATERIAL = "trinityskin3"
    EFFECT_FILE = "actors\trinity\outer_glow2.fx"

and what i see are holes in the edge contour. (i can post a screenshot if you can't reproduce it yourself)
any ideas?

thanks for including the HLSL thing. I'll give it some more tryouts (i've had some failed attempts today), until i get an FX file that also does the Vertex shading and not only pixel shading.
i'll try and share some demo or .fx files.
i'm joining Oli in asking :
@cremen: Could you please share your pixel-light shader code? I'm very intesrested in how you did that edge

About profiling:
the two new functions are a great start! but i couldn't get them to give me any relevant info on why my game's performance is so slow:
1. for some reason, in pizza morgana project, the counters don't reset between calls to the disable/enable functions, making it hard to filter out the noise, that happens, for example at the beginning of the game.
2. i htink there's a bug if you call Disable for the first time before enable (this is what i added in my game.script in on "Keypress" event)
Code: [Select]
if (Keyboard.Key=="F")  {
3. statistics about the functions and methods would be GREATLY helpful.
4. on an unrelaed subject, i noticed the regular WME_DEMO_3D also have two constant running scripts and nothing green in the debugging console, and couldn't figure out what they are (maybe i should post this in my performance thread). 

Technical forum / Re: perfomance issues
« on: September 28, 2009, 11:57:33 PM »
mnemonic, any ideas how to find out the the running scripts,if nothing is green in the debugger?

Technical forum / Re: perfomance issues
« on: September 26, 2009, 05:44:54 AM »
i just added some debug lines to see if it is the game_daemon, and no.

       Game.Msg("End " + Game.WindowsTime + " total " + (Game.WindowsTime  - this.StartTime)); 
   this.StartTime = Game.WindowsTime;
   Game.Msg("Start " +Game.WindowsTime);

i get totals of 0-1 (sometimes 2)
for some reason the time displays is a huge negtive one, but that's probably before the INT has passed its half and its 2 complement

Technical forum / Re: perfomance issues
« on: September 26, 2009, 05:33:09 AM »
i just looked at the scripts in the debugged, NONE are green. There are two who are in a wait state, and those are the deamons, one for hints with Sleep (100)
and the game_Deamon.script with Sleep(20)

Technical forum / Re: perfomance issues
« on: September 23, 2009, 02:53:26 PM »
please add to the feature request list for WME 2 ;)

Technical forum / Re: perfomance issues
« on: September 23, 2009, 02:02:40 PM »
thanks. i'll see what i can find.

Technical forum / Re: perfomance issues
« on: September 23, 2009, 01:48:51 PM »
i vaguely remember there was some "dump" variable or something that would also dump running scripts, will that help?
i forgot the commands name

Technical forum / Re: perfomance issues
« on: September 23, 2009, 01:47:46 PM »
any idea how to find out which ones are the R: ones ?
maybe i can use my compiled version of WME in debug mode and place some breakpoint ?

Technical forum / Re: perfomance issues
« on: September 22, 2009, 04:00:26 PM »
Episode 1:
Running scripts: 96 (R:5 w:1 p:86)

when paused
Running scripts: 102 (R:9 w:1 p:92)

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