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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Topics - Mnemonic

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121
General Discussion / Interesting read
« on: March 31, 2004, 03:17:10 PM »
Wanna take a ride through the Chernobyl area?

http://www.angelfire.com/extreme4/kiddofspeed/

Very interesting, but it will give you shivers for sure.

122
General Discussion / It's odnorf's birthday, hooray!
« on: March 26, 2004, 08:15:03 AM »
Dear odnorf,

I wish you all the best in these difficult times. I hope you'll overcome them with ease so that you could return to your beloved ones and live a normal life again.


HAPPY BIRTHDAY!!!


/beer Rebel odnorf
(where's the BarGirl when you need her?)


(oh and sorry Jerrot for starting a new bithday thread once again ;)

123
General Discussion / ...
« on: March 11, 2004, 01:10:50 PM »
I just wanted to express my condolence to the people of Madrid.
I sincerely hope all of our spanish friends and their families and friends are ok.

124
General Discussion / Yet another birthday thread
« on: February 14, 2004, 09:15:53 AM »
February seems to be a birthday-intense month :)

Jerrot, I wish you a happy birthday, all the best to the next years, many successes at school and at work (and at Blendering :))
And of course, marry Kirsty at once! ;)

125
Game announcements / Sofia's Debt
« on: February 05, 2004, 08:22:12 AM »
I've been informed by Santiago de Matos Lima (aka Dreamweb) that he finished his first-person mini-adventure Sofia's Debt. The game is available in english and spanish.

Congratulations, Santiago!


http://www.justadventure.com/IndependentDevs/SofiasDebt/SofiasDebt.shtm



126
General Discussion / Happy birthday Wintermute Engine!
« on: January 12, 2004, 10:20:26 AM »
Today it's exactly one year since the first public version of WME has been released. It first appeared on a free web host (because the original provider bankrupted shortly before) and it has been deleted very soon because of the huge traffic :) It took six days to make the new domain and the new host work; the revived site also introduced a slick new cyberpunk design and a new logo made by NaRCo.
The original release (naturally) included many bugs and incompatibilities, the most critical ones have been fixed shortly after release, also many new features are constantly being added as suggested by you, the WME users. Up to now, there have been 37 updates relased (some public, some non public), that's in average approx. 3 updates per month :)
In May 2003, MMR translated WME and the tools into spanish and established a spanish site+forum dedicated to WME.
In August we started an IRC channel #wme on StarChat.
September 2003 brought a new (multilingual) site design and a cool content management system, both created by Jerrot.
During the year, many developers started to use WME for their games. Some projects died or are postponed, others are alive and kicking. We had several great demos, but we're still waiting for a first complete game made with WME (other than Wilma Tetris :))

I want to thank you all the WME users for your support and suggestions, where would WME be without you?


127
Since there are people working on external WME script editors, I decided to release a .NET wrapper for WME I'm working on. It may be helpful for invoking the script compiler for checking the script syntax.

Please note that the wrapper is very raw and unfinished!


The below package includes two .NET assemblies (WMESupport.dll and WMEWrapper.dll) and a sample application, calling the WME script compiler. The application is written in C#, but it should be easy to adapt it to VB.NET.

The .NET wrapper relies on two WME DLL libraries: wmelib.dll and dcscomp.dll. Those libraries are part of the WME distribution package and they MUST be available for the wrapper to work (the easiest way is to have thhose dlls and the .NET application in the same folder).

Steps to make the WME wrapper in your .NET application:

1) add a reference to the WMEWrapper.dll assembly
2) use the proper namespace: using DeadCode.WMEWrapper;
3) create an instance of a WGame class
4) initialize the WME game object (WGame.InitializeSimple)

The WGame class provides a CompileScript method. This method uses a callback to report back any compile time error.
See the eclosed package for a detailed example of the above steps.

If you have any questions/problems please ask here in this thread.


http://dead-code.org/download/WMEdotNET.zip

128
General Discussion / Happy birthday
« on: December 17, 2003, 04:10:36 PM »
I see SANNOI peeking in, so... HAPPY BIRTHDAY, SANNOI :D

129
Software and games / No more Fallout 3
« on: December 09, 2003, 10:30:24 AM »
"Van Buren/Fallout3 has been "shelved," as the geniuses at IPLY have put it. Console only is the word of the day now. Even though Van Buren was half-way finished, the 'tards in charge have decided they want to do Exalted console and FOBOS 2. The simple fact they are making FOBOS2 even when FOBOS when hasn't shipped and is hated by the Fallout community says a lot about their intelligence. Not to mention Van Buren would be the only game they could possibly ship by X-mas next year. "

http://www.nma-fallout.com/


Now if you'll excuse, I'm gonna go scream or cry, not decided yet >:(

130
Software and games / Wilma Tetris
« on: December 08, 2003, 09:55:50 PM »
Hey guys, we, together with jnsfbi, have developed a small tetris game for a competition. And, yes, we used WME to make it. So enjoy and..errr, don't take it too seriously ;)


http://dead-code.org/misc/wtetris.zip (3MB)


(EDIT: I'll release the sources later when a new WME build is out.)

131
Technical forum / Notes for the WME 1.1.037 release
« on: November 17, 2003, 10:18:08 AM »
Notes for the WME 1.1.037


JPG support

While using JPG files for your background images can significantly reduce the size of your game, this format is NOT suitable for sprites and generally any graphics with transparent areas. Due to the lossy compression those solid transparent areas get distorted and do not work as transparent anymore.



How to use thumbnails for saved games

First off, you have to enable thumbnails in ProjectMan. You do it by filling in the thumbnail dimensions in project properties in the "Saved games" section. There are two properties, "Thumbnail width" and "Thumbnail height". If as least one of those properties is set to zero, thumbnails are disabled. Otherwise WME will automatically save a thumbnails with the saved game.
Secondly you need to display the thumbnail somewhere. It's dependant on the design of your interface windows, but generally you reference the thumbnail image as an ordinary image file, using the following filename:

"savegame:0" ... where 0 is the number of a save slot whose thumbnail you want to load. You can use this filename convention anywhere you'd normally use filename like "path\file.bmp".

The WME demo uses the following approach: The save and load windows contain an empty static control, and once the player selects a used save slot, the scripts calls something like this:

Code: [Select]
 if(Game.IsSaveSlotUsed(SelectedSlot)) Thumbnail.SetImage("savegame:" + SelectedSlot);
  else Thumbnail.SetImage(null);

As you can see, it uses the filename conventipon described above to load an appropriate thumbnail from a selected save slot. See the "load.script" and "save.script" files in WME demo for details.



Fonts generated using the FONText utility

If you are using the excellent FONText utility for creating fonts for a WME game, you'll have to add one extra attribute to your font definition file.

Example:

FONT
{
  IMAGE = "fonts\image_name.tga"
  COLUMNS = 16
  TILE_WIDTH = 24
  TILE_HEIGHT = 24
  AUTO_WIDTH = TRUE
  FONTEXT_FIX = TRUE
  EXPAND_WIDTH = 1
}

The problem is the FONText utility excludes the sapce character from the font image, while WME expects to find it. The FONTEXT_FIX = TRUE attribute will tell WME the font image doesn't contain space.

132
Software and games / Moho
« on: November 04, 2003, 11:59:46 PM »
Moho - an excellent (yet inexpensive), powerful (yet easy to use) vector-based drawing and animaton tool.

http://www.lostmarble.com

133
Game design / Killing the main hero?
« on: October 11, 2003, 01:02:17 PM »
Inspired by a poll on another server, I decided to post a similar question here. So what do you think?

134
General Discussion / Funny...
« on: September 05, 2003, 08:51:53 AM »
This board is pretty quiet since we moved our senseless babbling to IRC ;D

135
General Discussion / Terminator hacked
« on: August 15, 2003, 05:46:52 PM »
Funny screenshots from the Terminator 3 movie :)

This is the booting sequence of the "old" terminator:



Notice the Qucktime Player (third row) or the MP3.COM reference (third from the bottom).


Another interesting stuff is the info display of T-X (the Terminatrix) when she's selecting an alternate weapon:





It says:
TEXT regarding the current weapon being displayed in XP040 window.
Important information regarding this weapon is being displayed here.



Source: FFFilm

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