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Author Topic: Wintermute - Some basic questions  (Read 5227 times)

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Calin Leafshade

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Wintermute - Some basic questions
« on: May 27, 2010, 07:49:19 AM »

Good morning forum.

I'm still fairly new to this whole adventure game lark but I thought I'd give Wintermute a go just out of curiosity.

I'm a newbie AGS user but there are some features missing from AGS which bug me a little. (Namely fully alpha channel support and, to a lesser extent, post-processing pixel shading)

I am, primarily a low res developer due to the reduced time constraints so I'm not really that interested in Wintermute's high res capabilities but I have a few fairly simple questions. I apologise if they seem very banal in nature but we all have to start somewhere I suppose.

Does wintermute support resolutions down to 320x240 or is it strictly a high res engine?

How does WME deal with widescreen monitors?

Are custom, post-process pixel shaders possible?

does WME support Vsync, and how does it handle tearing in a windowed mode?

How advanced is the WME sound system? Reverb? Panning? Any other DSP processing?

How portable is WME? Mac? Linux? Iphone?

They are all the questions I can think of right now. If no one can be bothered to take the time to answer my silly little questions I do quite understand  :P

Calin
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Mnemonic

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Re: Wintermute - Some basic questions
« Reply #1 on: May 27, 2010, 09:00:50 AM »

Quote
Does wintermute support resolutions down to 320x240 or is it strictly a high res engine?
WME allows you to use virtually any resolution. But if such resolution isn't supported by your video card and/or monitor, the game will only run in windowed mode. Also note that WME doesn't support scaling, so 320x240 in window will be really tiny on todays monitors.


Quote
How does WME deal with widescreen monitors?
There's an option for maintaining game aspect ratio, so black bars are added if the game aspect ratio doesn't match monitor aspect ratio.


Quote
Are custom, post-process pixel shaders possible?
Shaders are only supported in 3D actors materials.


Quote
does WME support Vsync, and how does it handle tearing in a windowed mode?
Vsync is enabled in full-screen mode, disabled in windowed mode.


Quote
How advanced is the WME sound system? Reverb? Panning? Any other DSP processing?
Panning works automatically, based on the sound source position on screen. Echo and reverb effects are supported.


Quote
How portable is WME? Mac? Linux? Iphone?
Not really portable. That's something wme2 should rectify one day:)
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Sommnia

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Re: Wintermute - Some basic questions
« Reply #2 on: June 20, 2010, 12:59:02 AM »

How are you getting along, Calin?  :)

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Calin Leafshade

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Re: Wintermute - Some basic questions
« Reply #3 on: June 22, 2010, 10:12:53 PM »

Thank you for asking, miss.

I decided to stick with AGS for the time being due to it's low res support.

If WME had support post-processing shaders, scaling and was portable I would have switched i think.
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Sommnia

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Re: Wintermute - Some basic questions
« Reply #4 on: June 25, 2010, 05:14:32 PM »

Thank you for asking, miss.

I decided to stick with AGS for the time being due to it's low res support.

If WME had support post-processing shaders, scaling and was portable I would have switched i think.

All the best with your project.  I'm still working out certain things...and deciding on a 3d software.
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