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Wintermute Engine 1.6 update
[Re: JazzDude]
#37215
02/14/06 04:14
02/14/06 04:14
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP

Senior Expert
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OP

Senior Expert
Joined: Aug 2000
Posts: 7,490
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New update...he's putting out several beta versions every few days, so this list will be added to as it moves closer to a final release. Thankfully, the engine is moving away from Milkshape files and using X format, now: Quote:
Changes in WME 1.6 beta 2 (Feb 12, 2006)
* new SetTexture() method for 3D actors; you can assign either a static image or an animated WME sprite as a texture * new standard animations for 3D actors, "TurnLeft" and "TurnRight", used when the actor is turning counter clockwise or clockwise * new DrawBackfaces attribute for 3D actors which specifies whether the 3D model should display polygons facing away from the camera * 3D scenes can now be setup to use 2D-based pathfinding, i.e. you can use the same way of designing blocked areas and waypoints as you would use for 2D actors; see the "Additional 3D options" chapter in the documentation for details * if you are using multiple inventories, each inventory remembers its scroll offset, so when switching from one inventory to another the original scroll offset is restored * new Game.InventoryScrollOffset attribute for setting and querying current scroll offset of the inventory box * new Game.SetSceneViewport() and Scene.SetViewport() methods for changing the scene viewport at runtime * new Game.SoundBufferSize attribute for setting the size of sound buffer used for streamed sounds/music * the GUI buttons no longer display mouse-hover effects when game isn't in interactive state
Changes in WME 1.6 beta 1 (Feb 07, 2006)
* new format of 3D actor definition files (see the docs) * support for Microsoft X for 3D actors * smooth animation transitions for X files * new demo project "wme_demo_3d_2", built on the old 3D demo, but with the new actor format * new RightDoubleClick event * PlayTheora() method for entities now takes Entity.Scale into account, video is scaled appropriately * BUGFIX: Custom camera FOV is correctly restored when loading a saved game * BUGFIX: Changes to save/load to prevent memory leak causing long save/load times under certain conditions
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Wintermute Engine 1.6 update
[Re: Orange Brat]
#37217
04/19/06 09:20
04/19/06 09:20
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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That's a cool enegine , and .X models support , and multiple attached can be cool for weapons , objects  It could be great to make some adventure/RPG games with simple combat system. Can it support background videos : for example moving clouds, animated river, like in Onimusha 2 ?
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Re: Wintermute Engine 1.6 update
[Re: TheExpert]
#37218
04/19/06 15:25
04/19/06 15:25
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Joined: Aug 2002
Posts: 906 the future
nuclear_winter
User
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User
Joined: Aug 2002
Posts: 906
the future
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Quote:
It could be great to make some adventure/RPG games with simple combat system.
Resident Evil
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Re: Wintermute Engine 1.6 update
[Re: nuclear_winter]
#37219
04/19/06 15:28
04/19/06 15:28
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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Indeed  But Resident Evil 4 is a great masterPiece , and all realtime. so it could be used for old resident evil games. For my part , i'm not going to make some big game or adventure one, i will rather play one in some months : DreamFall (even if combat system is weak).
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Re: Wintermute Engine 1.6 update
[Re: TheExpert]
#37220
04/19/06 16:35
04/19/06 16:35
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Joined: Aug 2002
Posts: 906 the future
nuclear_winter
User
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User
Joined: Aug 2002
Posts: 906
the future
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Quote:
Indeed 
But Resident Evil 4 is a great masterPiece , and all realtime.
So is RE Code: Veronica on Dreamcast
Quote:
so it could be used for old resident evil games.
...like RE2, my favourite in the series
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