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Re: Wintermute Engine 1.7.3 update [Re: JazzDude] #37232
06/05/07 02:28
06/05/07 02:28
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Orange Brat  Offline OP

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There isn't any collision? Could you explain what you mean? There already is collision...that's what the "blocked regions" are all about. If you are using the direct control feature, I suppose there might be a problem, but if you're using the standard point and click, the pathfinding takes care of avoidance, so there isn't any collision to really worry about.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Wintermute Engine 1.7.3 update [Re: Orange Brat] #37233
06/05/07 03:31
06/05/07 03:31
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline
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JazzDude  Offline
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Posts: 733
Whitefish, Montana
My mistake.

Wintermute Engine 1.8 beta 1 update [Re: JazzDude] #37234
07/10/07 16:08
07/10/07 16:08
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Orange Brat  Offline OP

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...


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Wintermute Engine 1.8 FINAL [Re: Orange Brat] #37235
09/23/07 23:03
09/23/07 23:03
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Orange Brat Offline OP

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WME 1.8 FINAL is out:

http://forum.dead-code.org/index.php?topic=2346.0

 Quote:

WME 1.8 (September 23rd, 2007)








* WME is now available in two versions, Direct3D 8 and Direct3D 9. You can select which version of the runtime should be used in project settings in ProjectMan.




* New option "Hardware T&L" in ProjectMan to enable hardware accelerated transform and lighting for 3D models.





* New WindowEdit tool for editing windows, inventory boxes and response boxes.




* Windows Vista integration support. WME games can now be integrated in Vista's Game Explorer. The changes are too numerous to be listed here. Please see the "Windows Vista support" chapter in the documentation for a detailed description.





* Changes to animation handling for 3D characters:
o The StopAnim() method now accepts an optional transition time.
o There is a new actor3D.AnimStopTransitionTime property for specifying the time it takes to transition back to default pose once animation ends.
o Non-looping animations played using the PlayAnimChannel() method no longer get stuck at final frame.






* New WME crash reporting library which can upload crash details to a database or send it by email. Please upload crash reports so that common crash causes can be analyzed and fixed.






* Optimized rendering speed of tiled images, bitmap fonts and particles.





* New format for 2D actors definition file. It allows you to define any number of named animation sets. The animation sets can be then switched at runtime using the new actor.IdleAnimName, actor.WalkAnimName, actor.TalkAnimName, actor.TurnLeftAnimName and actor.TurnRightAnimName properties. Additionally you can load new animation sets at runtime using the actor.MergeAnims() method and unload them using the actor.UnloadAnim() method. The actor.PlayAnim() method now accepts either a script filename or an animation set name. Basically all this is an effort to make 2D actors handling more flexible and more similar to the 3D actors model.







* Direct keyboard movement for 3D characters now also works for scenes with 2D blocked regions.







* New "Require sound" option in ProjectMan. If enabled the game will not run without a sound card (can be used for games which heavily rely on sound design).





* String tables now accept space as a separator, not only tabs.






* WME Integrator now also supports UEStudio.






* The numpad + and - keys in SceneEdit now also work for adding waypoints, not only region vertices.








* Changed the way method calls are terminated (see this forum thread for a detailed description). Since this is a potentially breaking change, it's possible to restore the previous behavior using the "Compatibility" property in ProjectMan.







* New debugging options in ProjectMan. You can now specify that you want to include the crash reporting library with the compiled games and that you want the FPS display / debug mode to be enabled for the compiled games. It's useful for building alpha/beta versions of the game.







* New "copy as is" file filter in ProjectMan, which specifies that certain file types aren't included in game packages, but rather copied to the output directory. Useful for TrueType fonts and AVI videos.







* ProjectMan now displays short help for all the project options.
* New property Game.MaxActiveLights which returns the maximum number of lights supported by video card.
* New property Game.HardwareTL to check whether the game is using hardware transform and lighting.
* New property Game.StartupScene and a corresponding setting in ProjectMan. The standard template now takes advantage of this property instead of hardcoding the filename of the scene.








* New Scene event SceneShutdown which is triggered just before the scene is about to be changed.
* New method Scene.GetLightColor() for querying the color of a 3D light.
* New Game.GetFileChecksum() method for calculating a checksum (CRC32) of a specified file (useful for copy protection schemes).







* New scene methods and properties for querying lights and 3D nodes: Scene.NumLights, Scene.GetLightName(), Scene.IsLightEnabled(), Scene.IsNode3DEnabled().
* New method for storing the saved game thumbnail (i.e. you can now specify the exact moment when to take the screenshot if you need to, instead of letting the engine do it automatically) - Game.StoreSaveThumbnail(). Similarly, the Game.DeleteSaveThumbnail() can be used to release the stored thumbnail.
* New 3D actor methods for checking if an animation is playing: actor3D.IsAnimPlaying(), actor3D.IsAnimChannelPlaying().








* New 3D actor methods for specifying animation transition time for various animation pairs: actor3D.SetAnimTransitionTime(), actor3D.GetAnimTransitionTime().
* New 3D actor property for specifying which channel to use for talking animations: actor3D.TalkAnimChannel.
* New global functions for working with the HSL color model (Hue, Saturation, Luminance): MakeHSL(), GetHValue(), GetSValue(), GetLValue() (requested for easier changing of light intensity).








* The video subtitle files (.sub) can now use the "localizable" form of text ("/string_id/actual text") which means you can localize video subtitles using the string table, just like any other in-game text.
* The Game.PlayVideo() and Game.PlayTheora() methods now allow you to explicitly specify a video subtitles file.
* ProjectMan now provides two actions for files: Open and Edit. Double-click defaults to "Open". These actions use the Windows Explorer file associations.
* ProjectMan now allows you to compile a single package, so that you don't need to recompile the entire project after making minor changes. Right-click a package in ProjectMan and choose the "Compile this package" command.









* FIX: Custom scene properties were not reset on scene transitions.
* FIX: Compiled game packages were sometimes referencing more files than how many they actually contained.
* FIX: The check-boxes in the settings dialog no longer disappear when pressing the Alt key in XP/Vista.
* FIX: When using multiple particle sprites the particle emitter was always choosing only one of them.
* FIX: The engine no longer issues absolute path warnings when working with personal saved games stored in "Documents and and Settings" folder.
* FIX: TrueType fonts are now only registered for WME, not for all applications (Win2000/XP/Vista).
* FIX: Fixed many hard-to-replicate crash bugs reported by users using the new crash reporting feature. Keep the reports coming!

Source: http://forum.dead-code.org/index.php?topic=2346.0


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Wintermute Engine 1.8.6 (April 6, 2008) [Re: Orange Brat] #201135
04/07/08 07:07
04/07/08 07:07
Joined: Aug 2000
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Orange Brat Offline OP

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This is supposedly the final release for the 1.8 series. As previously stated, this engine just keeps getting better and better. Below are all the new features/updates since the last post way back in September:

 Quote:

Version 1.8.6 (April 6th, 2008)

* 3D characters now can contain "private blocked regions" for simple collision detection between actors (only works for scenes with 2D parthfinding enabled).
* Added an option to include the D3DX library with compiled game (for games using Direct3D 9).
* The crash reporter is now disabled if WME is being debugged (useful for plugin developers).
* The Game.PlayVideo() method is now marked as deprecated in favour of Game.PlayTheora().
* FIX: The editor control now works in UTF8 mode and with right-to-left languages.
* FIX: Sprite.Reset() method now also stops all sounds being played by the sprite.
* FIX: Playing Theora video inside a GUI window (using an embedded entity) resulted in misplaced video.
* FIX: Some minor bugfixes.

Version 1.8.5 (March 16th, 2008)

* New scripting methods (see the documentation for more details):
o actor3d.GetBonePosition2D(), actor3d.GetBonePosition3D() - for querying 2D and 3D position of a specified bone.
o actor3d.CreateParticleEmitterBone() - for creating particle emitter connected to a specified bone.
o actor3d.SetTheoraTexture() - for assigning a Theora video as a texture.
o actor3d.AddIgnoredLight(), actor3d.RemoveIgnoredLight() - for specifying lights that should/shouldn't affect the 3D actor.
* The CreateParticleEmitter() method of actors and entities now allows you to specify that the particle emitter will follow its owner around.
* SpriteEdit now allows you to enable vertical/horizontal mirroring of animation frames.
* SpriteEdit now provides an option to keep streamed animations in memory after they stream in.
* In WindowEdit you can no longer select hidden controls with mouse in the preview pane.
* WindowEdit now allows you to set the "Caption" property for editors.
* The "compatibility mode" (aka DirectDraw mode) has been dropped. WME games now require 3D accelerated video card.
* New PAINT_WHOLE_CELL property is now available in bitmap font definitions to allow proper character overlapping. The SPACE_WIDTH property is now documented.
* FIX: Particle emitters assigned to 3D actors didn't always work.
* FIX: Crash on terminating script with child threads still running.
* FIX: Images used instead of sprites were needlessly loaded twice from disk.


Version 1.8.3 (February 9th, 2008) - yet another maintenance release

* Updated libVorbis to the latest version.
* FIX: Response boxes sometime briefly displaying text using system font.
* FIX: Yet another attempt to fix the actor skipping when using certain combinations of GoTo and TurnTo methods.
* FIX: Added a missing "Caption" property to buttons in WindowEdit.
* FIX: Removed forgotten debug log messages in ProjectMan.


Version 1.8.2 (January 13th, 2008) - maintenance release

* New Scene.ScrollToAsync() method omitted in previous releases.
* New Game.AutorunDisabled property to enable/disable Windows CD AutoRun feature while the game is running.
* FIX: Random crashes when using custom fonts for dialogue responses.
* FIX: actor3D.GoTo() method causing actor jumping to a target position under certain conditions.
* FIX: The editor control no longer "eats" key presses it cannot handle (such as function keys).


Version 1.8.1 (November 4th, 2007) - maintenance release

* WME compiler now recognizes the #region and #endregion directives for better visual script organization. WME Integrator can now add support for these directives (users of UltraEdit/UEStudio please re-generate integration files).
* FIX: WindowEdit was not saving scripts attached to entity containers.
* FIX: Display driver crash in ProjectMan when rapidly changing scene previews.
* FIX: 3D actors sometimes getting stuck in the corner when 2D pathfinding was enabled.
* FIX: Engine crash when the user used = instead of == for comparison.
* FIX: Engine crash when changing scene while GetResponse() was active.
* FIX: Occasional crash in 3D scenes while changing to another scene.
* FIX: Inventory item cursors not animating when "combined cursor" is enabled.
* FIX: Wrong paths generated by SceneEdit immediately after adding a new package to the project.




My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Wintermute Engine 1.5 update [Re: Imari] #201145
04/07/08 08:28
04/07/08 08:28
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Thanks OrangeBrat for that information.

I had a look at the game list made with WME, impressive:
http://dead-code.org/home/index.php/games/

I know a person who was part of making graphics for the game "Sunrise". This was a professional project made with WME and professional speakers. It got even good ratings:
http://www.sunrisethegame.de/

WME is more than battle-proven now for adventure projects.


Models, Textures and Games from Dexsoft
Re: Wintermute Engine 1.5 update [Re: Machinery_Frank] #201148
04/07/08 08:46
04/07/08 08:46
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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İstanbul, Turkey
indeed, really nice engine for adventures.


3333333333
Re: Wintermute Engine 1.5 update [Re: Quad] #201761
04/11/08 00:07
04/11/08 00:07
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline
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Posts: 733
Whitefish, Montana
Thanks, OrangeBrat, for keeping this thread current. I have been very interested in WME. The big savings in using this program for a 2D game is in animating the characters. It's much easier to animate a 3D character and there is a big savings in file size. I'll be trying it on a project as soon as I get my current game out of the alpha/beta stages.

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