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Re: Wintermute Engine 1.6 update [Re: TheExpert] #37222
04/19/06 17:40
04/19/06 17:40
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Quote:

Can it support background videos : for example moving clouds, animated river,
like in Onimusha 2 ?




It supports Theora for a few versions, so you should be able to integrate a background video into a scene. Resident Evil 1 remake(on Gamecube) and RE0 did this effectively.


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Re: Wintermute Engine 1.6 update [Re: Orange Brat] #37223
05/12/06 08:45
05/12/06 08:45
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Orange Brat Offline OP

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This will probably become 1.6 final if no more bugs are reported:

Quote:


Changes in WME 1.6 beta 4 (May 8, 2006)






* Particle system additions. New attributes for setting particle rotation, angular velocity, growth rate, random alpha and the ability to mask particles by a scene region. Breaking change warning: to keep the API consistent, the behavior of Alpha1 and Alpha2 attributes has changed. You must now set the AlphaTimeBased attribute to true to get the same functionality as in beta 3.



* New Game.SuspendedRendering attribute to temporarily disable screen refreshes. Useful when you need to run multiple script updates in one frame.



* Accessibility support. WME now provides options for improving accessibility for visually-impaired players. These include sending written text to text-to-speech synthesizer and manually highlighting active areas on screen using keyboard shortcuts. There are also some new scripting methods and attributes to support accessibility. See the Accessibility chapter in the documentation for a detailed discussion.



* The startup settings window has been redesigned to accommodate new options. Note: The standard string table now contains new localizable strings. Please update the string table of your game.



* Multi-monitor support improvements. WME window now opens on the correct monitor in both windowed and full-screen mode. The mouse pointer is locked on the correct monitor in full-screen mode. WME tools now use the right video device depending on which monitor they are displayed.



* WME is now more bullet-proof to common developer mistakes. Some of the engine/tools crashes caused by developer mistakes have been handled (syntax errors in definition files etc.). Missing images and sprites are now replaced by a generic "invalid image" picture making them immediately obvious to the developer. WME now issues a log-file warning if the game references some file using an absolute path, which will cause problems after compiling the game and running it on a different computer.



* ProjectMan no longer tries to check for WME updates if there's no active internet connection.
* The debugging settings file formerly named dcgf.ini has been renamed to wme.ini.
* BUGFIX: Blending mode is now correctly restored after Alt-Tabbing.
* BUGFIX: Division by decimal numbers lesser than 1.0 no longer causes "Division by zero" error.






My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Wintermute Engine 1.7 update [Re: Orange Brat] #37224
09/11/06 08:56
09/11/06 08:56
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Orange Brat Offline OP

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WME 1.7 beta 1 is pending and there's no release date, however a new feature has been announced. It's stencil shadows. The hidden scene geometry will get an overhaul, and a more detailed mesh will have to be included for shadow receiving sections. On the WME forum, someone suggested a "reflection" flag for shiny floors(for example) and Mneumonic mentioned that that will be easier to implement with the new mesh data and will probably be the next major feature after stencils are perfected.

http://www.dead-code.org/blog/?p=6


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 update [Re: Orange Brat] #37225
01/22/07 10:40
01/22/07 10:40
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Orange Brat Offline OP

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WME 1.7 is out of beta and official. Both the forum and WME website have a new look, too. Also, WME no longer requires a commercial license for commercial games. It is now donationware:

Quote:


WME 1.7 (January 21st, 2007)








* Stencil shadow support for 3D characters.



o Stencil shadows are projected onto hidden scene geometry. For that reason, more detailed geometry is necessary. It is now possible to include meshes only for the shadow casting purposes in the geometry 3DS file. See the "3D Characters -> Principles and requirements" chapter in the docs for updated hidden geometry discussion.



o 3D actors can now reference a separate low-poly model for stencil shadow generation purposes (see the "3D actor definition file" in the docs).



o It's possible to set shadow detail level on scene-per-scene base directly in SceneEdit (you can only enable stencil shadows in some scenes if you need to).



o New attributes and methods: Game.MaxShadowType, Game.IsShadowTypeSupported(), Scene.MaxShadowType, Actor3D.ShadowType.



o There is a new chapter called "Shadows" in the docs which describes all the supported shadow types, and their pros and cons.



* Debugging console. The console allows the developer to inspect running scripts and the values of script variables at runtime. It also allows setting breakpoints to pause game flow at specified script lines. See the "Debugging console" chapter in the documentation for more details.




* String Table Manager. A new tool for extracting game texts and managing the string table for localization purposes. See the "String Table Manager" chapter in the documentation for more details.



* Note: Both Debugging console and String Table Manager require Microsoft .NET Framework 2.0 installed. It can be downloaded here.



* Changed the behavior of scene scrolling for 2.5D scenes. WME now assumes the camera overviews the entire scene (previous versions assumed camera only overviewed the top-left part of the scene). The original behavior can be restored by checking the "Scene scrolling pre-1.7" checkbox in SceneEdit.



* X models now support the "AnimTicksPerSecond" attribute exported by some 3D packages.



* Added right-to-left reading order support for the game settings dialog (see the "Localization support" chapter in the docs).



* Upgraded to the latest version of Theora decoder, which now uses MMX instructions to improve performance.



* New scripting methods and attributes:



o Game.TalkSkipButton - specifies which mouse button can be used to skip talk lines (left, right, both, none).
o Game.ClearResponses() - clears any responses previously added by Game.AddResponse().
o Game.ChangingScene - specifies whether a scene change is currently in progress.
o Game.LockMouseRect() - locks mouse pointer movement to a specified rectangle on screen.
o Actor3D.AnimTransitionTime - default time for smooth animation transitions.
o Actor3D.GoToTolerance - to prevent actors from moving by just one pixel.
o Emitter.MaxBatches - maximum number of particle batches generated by the particle emitter.
o Emitter.EmitEvent - allows the particle emitter to trigger a script event whenever a new batch of particles is generated.
o Button.TextAlign - omitted in previous versions.
o Actor3D.MergeAnims() - to load 3D character animations from X file at runtime.
o Actor3D.UnloadAnim() - to release animations from memory.
o New global function Debug() which pauses game execution and invokes the debugging console.



* Spacebar in SceneEdit toggles visibility of a selected node (useful for fine-tuning overlay placement with keyboard).



* ProjectMan doesn't show hidden files by default (can be re-enabled in ProjectMan settings).



* In windowed mode, WME now remembers and restores the previous window position.



* Low-res shadow model can now be used for flat and stencil shadows to improve performance.



* When placing a 3D actor in SceneEdit, you can select which animation is played by the actor (Actor -> Choose animation).



* New license. WME is now distributed as donationware. No separate commercial license is required.



* New WME logo (thanks to Malasieno), new WME website design (thanks to odnorf).



* FIX: Bounding box for 3D characters was only growing and it was never restored to its original size.
* FIX: Animation events for 3D characters are no longer skipped on low framerates.
* FIX: Camera roll value is now properly read from 3DS files generated by 3D Studio Max.
* FIX: Memory leak in Actor3D.SetTexture().
* FIX: Game.HideLoadingIcon() was causing script stack corruption.
* FIX: Alpha values lower then 8 are no longer ignored.
* FIX: Alpha blending modes were causing graphical artifacts on 3D actors.
* FIX: Passing 'float' values from plugins didn't work.






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 update [Re: Orange Brat] #37226
02/18/07 17:25
02/18/07 17:25
Joined: Aug 2000
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Orange Brat Offline OP

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There's a new game being developed called Chess-Worlds. The creative use of alpha blending and light and shadows is pretty amazing, and it makes a normally static 2D background come alive. Check out each of the one room tech demos below.

Demo 1: http://www.schach-welten.de/download/techdemo_1.zip
Demo 2: http://www.schach-welten.de/download/techdemo_2.zip
Site: http://www.schach-welten.de/

New small update to WME was released:

Quote:


WME 1.7.1 (February 11th, 2007) - maintenance release






* New scripting methods for iterating free scene nodes (Scene.GetFreeNode(), Scene.NumFreeNodes).
* New scripting methods for dynamic creation/modification of region entities (Entity.CreateRegion(), Entity.DeleteRegion(), Entity.Region, Region.AddPoint(), Region.InsertPoint(), Region.SetPoint(), Region.GetPoint(), Region.NumPoints).
* Sprite attachments. It is now possible to attach an entity to other entity or actor. This is primarily intended for creating simple "blob" shadows for 2D actors. New methods and attributes: Actor.AddAttachment(), Actor.RemoveAttachment(), Actor.GetAttachment(), Actor.NumAttachments.
* New Game.SuppressScriptErrors attribute which suppresses the "Script runtime error" messages on screen.
* It is now possible to block-select multiple lines in String Table Manages using Shift+Click and deselect using Ctrl+Shift+Click.
* Debugging console now allows you to add "watches", i.e. to only monitor selected variables.
* Debugging console now allows you to inspect properties of native game objects.
* 3D actors now use the idle animation for talking if the specified talk animation doesn't exist.
* FIX: Crash analysis tool was broken in version 1.7.
* FIX: Memory leak when loading .X models.
* FIX: Crash when saving game on secondary monitor with save thumbnails enabled.






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Re: Wintermute Engine 1.7 update [Re: Orange Brat] #37227
02/18/07 20:09
02/18/07 20:09
Joined: Aug 2002
Posts: 906
the future
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nuclear_winter Offline
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the future
Technical achievements apart, Chess-World's design is very artistic and deep.
If the flash site is any indication of the final game quality, it'll be a killer app!

Re: Wintermute Engine 1.7.2 update [Re: nuclear_winter] #37228
03/13/07 08:28
03/13/07 08:28
Joined: Aug 2000
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Orange Brat Offline OP

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Another new one:

Quote:


WME 1.7.2 (March 11th, 2007)









* WME now comes bundled with a customized SciTE editor for script and definition files editing.
* New WME Integrator tool for for integrating WME with external script editors (supported editors: SciTE, UltraEdit, PSPad).
* New script methods for dynamic creation/deletion of scene layers: Scene.AddLayer(), Scene.InsertLayer(), Scene.DeleteLayer().
* New script methods for dynamic scene nodes creation/deletion: Layer.AddEntity(), Layer.InsertEntity(), Layer.DeleteEntity(), Layer.AddRegion(), Layer.Insert.Region(), Layer.DeleteRegion(). Layer.Width and Layer.Height properties are no longer read-only and can be changed at runtime.
* It's now possible to set ambient light color in SceneEdit (only affects 3D characters). It can also be changed programmatically using the Scene.AmbientLightColor property.
* New Window.Transparent property for making "click-through" windows.
* New project directory in ProjectMan now defaults to "My Documents" instead of "Program Files" to be more Vista-friendly.
* FIX: Some .geometry files weren't properly loaded.
* FIX: Plugin selection window in ProjectMan was broken.
* FIX: Setting package priority now also affects game being run from ProjectMan, not only compiled game.
* FIX: Obect.SetFont(null) now removes the assigned font and no longer attempts to load a file called 'null'.






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Re: Wintermute Engine 1.7.2 update [Re: Orange Brat] #37229
03/18/07 19:46
03/18/07 19:46
Joined: May 2005
Posts: 199
Scotland, UK
J
JamesA Offline
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Posts: 199
Scotland, UK
Sorry if someone has brought this up bfore but did you see in the retrogaming post link a link to this cool game-
http://www.samorost.net/samorost2/
Makes me think about wintermute too.

I remember playing Zack Mcracken, wow I remember I was really there, then looked at the graphics the other day, it m ust have had something beyond graphics!

Long live 2D adventure type games!

Re: Wintermute Engine 1.7.3 update [Re: JamesA] #37230
06/02/07 22:24
06/02/07 22:24
Joined: Aug 2000
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Orange Brat Offline OP

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Next update up:

Quote:


WME 1.7.3 (June 2nd, 2007)





* New methods Scene.EnableFog() and Scene.DisableFog() for enabling fog for 3D characters.
* SceneEdit now displays the hot-spot placement for entities to provide a better visual clue.
* Tweaked handling of 3D geometry for scenes with a custom viewport.
* WME Integrator can now generate GeSHi PHP script.
* Removed the troubleshooting options from the startup dialog.
* Several documentation fixes.
* FIX: StickToRegion() method remained active even after changing into another scene.
* FIX: Volume setting for theora playback. Game.PlayTheora() uses global SFX volume, Entity.PlayTheora() inherits volume of its parent entity.
* FIX: Memory leak in String.Split().
* FIX: Changing script order in ProjectMan didn't work correctly.
* FIX: Sprite.AddFrame() was broken.
* FIX: Alpha color for entity containers didn't always work correctly.




http://forum.dead-code.org/index.php?topic=1893.0


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Re: Wintermute Engine 1.7.3 update [Re: Orange Brat] #37231
06/04/07 16:38
06/04/07 16:38
Joined: Sep 2003
Posts: 733
Whitefish, Montana
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Orange Brat: Thanks for keeping this thread updated. I'm hoping that collision will be added to WME.

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