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Re: Wintermute Engine 1.3...RT3D in 2D is here... [Re: Orange Brat] #37202
01/04/05 02:09
01/04/05 02:09
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nuclear_winter Offline
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wow, very interesting, Orange!!
First time i ever see this engine. The 3D player support is an EXCELLENT idea (and MS3D, yesss)!!
I see you have some experience with it.... is it possible to make an action game with it? what i mean is, is there a possibility to kill the player? use objects as weapons? I saw that key movement is added. Is something like Resident Evil possible? Or atleast, can a player shoot an enemy by clicking on him??


Thanx in advance, and sorry if my questions seem stupid.

Re: Wintermute Engine 1.3...RT3D in 2D is here... [Re: nuclear_winter] #37203
01/04/05 04:05
01/04/05 04:05
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Quote:

They've also released a WME compliant 3DS exporter for Blender and it can be found in the scripts/plugins section of the forum. 3DS files exported from Cinema4D or MAX will also work, too.




MILLION thanks for the info OB! I have waited for ages for .3ds exporter for Blender! Thanks again!

( You are making people so happy on these forums... sniff... God bless you. )

Re: Wintermute Engine 1.3...RT3D in 2D is here... [Re: Ambassador] #37204
01/04/05 04:16
01/04/05 04:16
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Orange Brat Offline OP

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@Roc: I don't know how good that exporter will be for you. It was made with an old old version of the format and they said it won't open in MAX but works perfectly for WME. It exports geometry, lights, and cameras. It probably doesn't export textures/UVs since WME would have no use for them, but you can try it out and see if it'll work out.

@nuclear: It's primarily a point & click adventure game engine. The direct control is there, in engine, now but it is still a little rough. It's character relative(ala Resident Evil), but it can probably be scripted into camera relative, too. There's a quick and dirty demo using it(which I don't think comes with it..it's a separate download on the forum) doesn't have any kind of collision, so Molly gets stuck on the crates. I'm sure it can be scripted, and maybe I'll suggest they implement a simple glide feature.

Yeah, you can probably do a Resident Evil with it, but good luck in scripting even zombie AI in it. To my knowledge, no one is attempting anything like that since adventure developers are involved with it. You can kill the player, you just have to script it. Also, you can do 1st person or 3rd person style adventures.

There are a few examples of direct controlled adventures..Grim Fandango, and Escape from Monkey Island being two of the best known examples. Technically, the Resident Evil games are action adventure, but it's a somewhat close cousin and there are plenty of mainstream games that use adventure elements throughout(even HL2 has a few).

If you don't know what an adventure game(really is), then check out some sites:

http://www.justadventure.com/
http://www.adventuregamers.com/
http://www.gameboomers.com/
http://www.adventuredevelopers.com/


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Wintermute Engine 1.3...RT3D in 2D is here... [Re: Orange Brat] #37205
01/04/05 04:41
01/04/05 04:41
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Quote:

@Roc: I don't know how good that exporter will be for you. It was made with an old old version of the format and they said it won't open in MAX but works perfectly for WME. It exports geometry, lights, and cameras. It probably doesn't export textures/UVs since WME would have no use for them, but you can try it out and see if it'll work out.




Indeed it does not export uv's but It indeed eports meshes perfectly! It is usefull to me even vithout the uv support.

Re: Wintermute Engine 1.3...RT3D in 2D is here... [Re: Orange Brat] #37206
01/04/05 05:04
01/04/05 05:04
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nuclear_winter Offline
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@ orange: Thanx for the reply. I kow what an adventure game is
I wanted to know the posibilities of the engine. Anyway its cool and some interesting things could be done with it.

Wintermute Engine 1.4 update [Re: nuclear_winter] #37207
05/23/05 15:51
05/23/05 15:51
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Orange Brat Offline OP

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Finally, an update to 1.4.

http://forum.dead-code.org/index.php?topic=955.0

The goodies:

Quote:


Support for advanced sound effects (echo and reverb). All the game objects now provide three methods, SoundFXNone(), SoundFXEcho() and SoundFXReverb(). These methods affect any sounds played by the object.






Support for TrueType fonts. WME can now render any in-game texts using TrueType fonts. See the "Fonts" chapter in the documentation for a detailed description of this functionality.






Support for Unicode string tables. WME can now read string tables with Unicode characters (encoded in UTF8 format). This allows games to be translated to a wide variety of languages, including Asian languages. Note that you have to use TrueType fonts to display texts in these languages. See the "Localization" chapter in the documentation for further details.







New Actor.SetSprite() method which allows you to temporarily change actor's appearance.






The PlaySound() method now accepts an optional parameter specifying a loop-start point for looping sounds (similarly to loop-start for music).







The Game.Reset() method now reloads inventory items definitions, which means even deleted items get restored after resetting the game. There is also a new Game.LoadItems() method for loading/merging a new item set.







Entity container controls now provide a Freezable attribute which specifies if the contained entity is frozen when game enters a frozen state.







The Game.DisplayLoadingIcon() now provides an optional parameter which specifies if the loading icon should stay on screen until Game.HideLoadingIcon() is called. This allows you to display a loading icon even on scene transitions.








New diagnostic method Game.DumpTextureStats() which writes texture memory usage status to a text file.








Wme.exe now exports two external functions to allow StarForce copy protection to be attached (experimental).









Several bug fixes...see thread for specifics






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: Orange Brat] #37208
07/23/05 12:57
07/23/05 12:57
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Orange Brat Offline OP

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http://forum.dead-code.org/index.php?topic=1048.0

Quote:


Version 1.5 (July 23, 2005)













Support for Theora video. WME can now play videos in Ogg Theora format which brings many advantages over the AVI video playback. There is a new Game.PlayTheora() method, and additionally the scene entities are also able to play Theora videos, which means you can easily incorporate streaming video elements directly into game scenes. Please see the "Using Theora" chapter in the documentation for more details. Special thanks to #wme channel regulars for their help with Theora testing and encoding.








Support for advanced plugins. In addition to simple DLL library calls from scripts WME now provides a standardized programming interface for plugin development. This allows experienced programmers to develop extension modules for the engine. Please see the "Plugin development" section in the documentation for more details.








Additional options for 3D scenes. SceneEdit now offers several additional options when designing scenes with hidden 3D geometry. Developers are now able to set clipping planes and waypoints placement, which should help to troubleshoot common problems with 3D characters.









The Game.PlayVideo() and Game.PlayTheora() methods now offer an optional parameter specifying whether the background music should be muted while the video is playing.








New Game.Frozen attribute for checking current game state.








New Game.TextRTL attribute which should allow displaying bi-directional text (Hebrew and Arabic) while using TrueType fonts.








New Game.Direct3DDevice and Game.DirectDrawInterface attributes to allow plugins accessing directly the underlying DirectX interfaces used by WME.








The project settings in ProjectMan now include the ability to set which plugins should be distributed with the game.








BUGFIX: Occasional crashes when using TrueType fonts.
BUGFIX: Incorrect text wrapping and alpha color when using TrueType fonts.
BUGFIX: The "ActorLeave" events were sometimes incorrectly triggered when entering a new scene.






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: Orange Brat] #37209
07/23/05 18:14
07/23/05 18:14
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Hmm... seems that this program is coming nicely along... maybe I'll download it soon...

Re: Wintermute Engine 1.5 update [Re: Ambassador] #37210
07/23/05 18:33
07/23/05 18:33
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Orange Brat Offline OP

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If you want to try your hand at a point & click 2D or 2.5D game then this is the one to get. There are a bunch of these engines - http://www.adventuredevelopers.com/engines.php - but this is one of the more powerful ones and the only one that supports 3D objects. It also supports any resolution and takes advantage of hardware acceleration for the 2D. I'm not sure if any of the others ones use it. The most popular of these engines is Adventure Game Studio(AGS) but it is best suited for "retro" style games with lower resolutions and old school UI.


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: Orange Brat] #37211
07/24/05 17:31
07/24/05 17:31
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Thanks for the info OrangeBrat! I've been using AdventureMaker (http://adventuremaker.com), which is a very easy to use program for making point-and-clicks. Its attraction for me (an-artist-not-a-coder) is that a complete game can be made without coding.

I've downloaded the WME kit and demos, though, and will be checking them out.
Thanks again!

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