Wintermute Engine Forum
General Category => General Discussion => Topic started by: odnorf on May 06, 2003, 02:07:40 PM
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Hooray..... it's finally here...
http://master.math.upatras.gr/~odnorf/greek_wme.zip
I haven't translated a few important words in the engine because I think that this is better. Those words are : master index, string table, package, speech, savegames, inventory, definition, items, project, actor, entity, scene, script, sprite, window, font. If anyone uses it and finds mistakes or have any suggestions (like wants to translate those few words) please contact me.
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Woohoo, WME goes multilingual :) I've put a link to the downloads page.
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;D When will we have the tranlation files for sceneEdit & spriteEdit? I want to have the job finished for the complete package. ;D
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We'll see... I'm planing a complete rewrite of SceneEdit, but it will take a lot of time, so I'd better make the old one "localizable" first...
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I'm planing a complete rewrite of SceneEdit, but it will take a lot of time
Really? I believe that the SceneEdit is a great tool as it now! How better can you make it? :)
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OK, some things I have on my mind:
1) better node filtering
So that you can only display layout stuff (entites and regions), path-finding stuff (blocked regions and waypoints) or decorations.
2) templates support
Same way as in ProjectMan, you can have multiple prefabricated scene node types, also the nodes will be optionally created together with a script (now it's very annoing to add the scripts aftewards)
3) support for multiple "scene states"
So that you can prepare multiple variations of one scene (with different layouts), save those variations under a name and than quickly rearrange a scene from a script by loading a named state
4) changing the property window to the ProjectMan style
5) reorganize the code because now it's a total mess :)
...and more.
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Oh... cool...
I am not quite sure I undestood the third one. Will the game developer be able to switch inside a game from one variation to another using a script?
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I'll try to explain that: for example in Broken Sword 2 in the gallery scene, you make a guy drunk, he falls down breaking a case. After that the scene changes; there are different objects visible and some parts of the scene become blocked. My idea (actually, Jeroen's idea :-) is that you'd define two scene states, before the guy falls and after that, with different entities visible, different shapes of the blocked regions, different waypoints active... Then in the script you'd only call something like Scene.LoadState("AfterGettingDrunk"); and the scene would rearrange itself.
Of course, it's possible now, but you'd have to enable/disable the individual entities/regions manually from a script.
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Then in the script you'd only call something like Scene.LoadState("AfterGettingDrunk"); and the scene would rearrange itself.
So, while the actor is in the scene the game developer would have the ability to change it's state with the Scene.LoadState("aaa")? And this would happen instantly? I mean, there will be no fade-out, fade-in, or other delays? It would keep the background and just change the regions, the entities etc? That would be really great! ;D
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Yep, you can do the fading explicitly if you need to. Aren't we a bit off-topic here, BTW? :)
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Yep, you can do the fading explicitly if you need to. Aren't we a bit off-topic here, BTW? :)
If you like, you can also use this very simple test chat...
wme.jerrot.de (http://wme.jerrot.de)
;)
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If you like, you can also use this very simple test chat...
...which I will replace by some IRC applet or something more useful... another day, just too much work currently. :(