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Messages - Dan Peach

Pages: 1 [2] 3 4 ... 7
Scripts, plugins, utilities, goodies / Re: Steam plugin
« on: June 07, 2015, 01:46:37 AM »
Seems to work ok if you quit the game, restart it, and THEN load the game and continue playing. But if you save and then load within the game, and carry on playing, the achievements stop being set.

Ok, this actually doesn't seem to work. Nothing Steam related will work after loading a game. Not even my Achievement reset button. It's like the connection to Steam has been severed. I've tried adding "RequestStats" to AfterLoad to reconnect. Nothing. It just stops working after you load a game.

This is my reset code:

Code: WME Script
  1. else if(Keyboard.KeyCode==VK_HOME)
  2.   {
  3.    if(SteamAchieve.StatsAvailable)
  4.     {
  5.          SteamAchieve.ResetAllStats(true);
  6.          Game.Msg("Achievements Reset");
  7.         }
  8.   }

The reset code checks the connection, and if it's there, then it resets the achievements, and displays the message. After loading a game, I do not get the game.msg displaying, so that means the stats are NOT available, which means the connection is not there anymore. But why should loading a game result in this?  :-\

Ok, so after more tests, I've discovered that if I put "global SteamAchieve = new SteamAPI();" in game.script, then nothing Steam related will work after loading a game, no matter if you exit the game and reboot or not.

But, if I define "SteamAchieve" in a scene_init.script (only on first visit), then Steam WILL work if you exit the game, reboot, and then load. But, it still won't work if you save and then load without exiting inbetween.

Also, I've discovered that if you define the Steam object more than once, then everything stops working. I'm no expert, but it kind of feels like the reason this issue is occuring is because for some reason, after you load a game, there is more than once instance of the Steam object. Or it's been defined again after loading. That would explain why, if you don't define it in game.script, then you exit, restart the game, THEN load, everything works normally. If you define it in game.script, it gets defined everytime you start the game, so if you load at that point, then the issue occurs. Hope I'm making some sense.  ;D

I think this might have been the problem Azrael was experiencing. If you didn't notice it was occuring after loading, then it would seem like a random problem with no explanation.

Scripts, plugins, utilities, goodies / Re: Steam plugin
« on: June 07, 2015, 01:25:53 AM »
I seem to have found a problem with the plugin.

I've noticed that if you load a game, it stops working, and won't set any more achievements. I'm not loading an old save. I've tested it by starting a new game, doing the first achievement (which works fine), then saving the game, then loading the game, then doing the second achievement (does not get set). If I do not save and then load game, both achievements are set no problem.

I can't see how I am doing anything wrong. I'm just saving and then loading, which is what anyone playing the game would be doing.

Technical forum / Re: Slider problem
« on: June 05, 2015, 01:18:43 AM »
Ah yes, I think I had the problem that it still moved even after LeftRelease. It's because the "LeftRelease" is only on the actual button. I added the same "LeftRelease" code to the entire main window script. So, IsDragging=false is set no matter wherr you release. :)

Scripts, plugins, utilities, goodies / Re: Steam plugin
« on: June 05, 2015, 01:14:27 AM »
Thanks man. :)

Technical forum / Re: Slider problem
« on: June 03, 2015, 09:59:04 AM »
I set a 100 pixel wide dragging area to correspond to the 100 percent of volume.

Code: WME Script
  1. #include "scripts\"
  3. global IsDragging;
  5. ////////////////////////////////////////////////////////////////////////////////
  6. on "LeftClick"
  7. {
  8.  IsDragging = true;
  10.  while(IsDragging)
  11.   {
  12.    if(Game.MouseX>516 && Game.MouseX<618)
  13.     {
  14.      this.X = Game.MouseX;
  15.          Game.SetGlobalMusicVolume(this.X-517);
  16.         }
  17.    Sleep(1);
  18.   }
  19. }
  21. ////////////////////////////////////////////////////////////////////////////////
  22. on "LeftRelease"
  23. {
  24.  IsDragging = false;
  25. }

I attached this script to a window button, which was the thing you drag. So, in the loop, if mouseX is not between the values 517 and 617, then the button doesn't move. So, as soon as the button gets to the end or beginning of the slider bar, it stops. Worked fine for me. :)

Technical forum / Re: Slider problem
« on: June 02, 2015, 09:23:56 PM »
I made working volume sliders before. :)

I don't really understand your problem though. And maybe it would help to know what you're trying to make happen, if not volume sliders. :)

Scripts, plugins, utilities, goodies / Re: Steam plugin
« on: June 02, 2015, 02:15:58 PM »
Noob questions...

1) Do these .dll files go into the WME Devkit folder in program files?

2) Do I need to select wme_steam.dll in the "plugins" section of "project settings"?

3) Is that all I need to do? I notice that other games have steam_api.dll in their steam folders. Do I need to include that with my build?

Thanks. :)

Can't you just set the item cursor in the item definition file?

Technical forum / Re: Caption window hidden beneath nested window
« on: May 30, 2015, 02:16:02 PM »
It's ok thanks. I fixed it. Just needed to set the window to InGame=true. :)

Technical forum / Re: WindowEdit problem
« on: May 23, 2015, 09:31:57 PM »
Never mind.

Technical forum / WindowEdit problem
« on: May 23, 2015, 07:25:01 PM »

Got a sudden issue with WindowEdit. When I load a window, it is resetting the button heights. I set them to 16, save it, but then when I open it again, they're now 32.

However, if I open the window file in a text editor, the values are still 16.

I even copied all the text out of the file, pasted into a new file, and saved it, but it still does this.

Also, I cannot set the width and height of the actual window to 1280x190. It always always resets it to 1278x189.  :-\

This is the load.window by the way. I have plenty of other windows that are 1280 and don't get changed.

Any idea what I can do?

Thanks. :)

Technical forum / Re: Caption window hidden beneath nested window
« on: May 16, 2015, 11:35:26 PM »
Anybody? Obviously the windows are hiding the hiding the caption window. Maybe because these windows are exclusive? I've tried .focus() and .MoveToTop() but neither work. Surely there must be a way to display captions when windows are loaded exclusively??? HELP! :)

Technical forum / Caption window hidden beneath nested window
« on: May 15, 2015, 06:09:19 PM »

I have a nested window inside another window. I have a close button outside the nested window with a caption. The caption for the close button won't show up. It's hidden beneath the nested window. I tried to focus the caption window but that didn't work. Anything I can do? Thanks. :)

EDIT: Actually, I've just noticed that all my windows are hiding the caption window. I didn't notice before because captions were always outside the area covered by the window. Soooo, it's not just the nested window.

Technical forum / Re: Loop speed
« on: May 13, 2015, 01:33:35 PM »
Hehe. Well, I knew you wouldn't be able to see it move so quickly. I was just using an extreme example. I forget why exactly. :P

Anyway - thanks man - this explanation is exactly what I was looking for. I understand it now. I didn't even think about the refresh rate of the screen. Learning is fun. :D

Technical forum / Loop speed
« on: May 12, 2015, 03:30:16 PM »

Just a quick question so I can understand something better. I have a loop:

Code: WME Script
  1. method ScrollIn()
  2. {
  3.  RcDisable = true;
  4.  for(var i=1; i<=64; i=i+1)
  5.   {
  6.    this.Y = this.Y - 1;
  7.    Sleep(1);
  8.   }
  9.  InvScrolled = true;
  10.  RcDisable = false;
  11. }

Looking at this, it seems my inventory should scroll 64 pixels in 64 milliseconds. But, it takes well over a full second to scroll. Am I not understanding it? Is this based on computer performance? I thought it was based on the engine's internal counter so it should always be the same speed on any computer...?

Thanks. :)

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