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Messages - Columbo

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General Discussion / Re: Happy birthday WME ;)
« on: January 12, 2006, 11:54:38 PM »
I would sing Happy Birthday, but then Disney would ask for royalties. So instead I will sing Jingle Bells.

...on second thought, I won't sing anything.

I can't believe I'm saying happy birthday to software!  :D Thank you Mr. Mnemonic for your Wintermutiness!  ::beer

Game announcements / Re: My new blog
« on: December 21, 2005, 11:32:16 AM »
Oooh! Technical tastyness! Shall I leave comments? :)

Well, this will be my last post regarding the IDE because all of the news can now be found at This way I won't clog up Mnemonic's precious forums, nor look like I'm talking to myself. :)

Feature requests, suggestions / Re: 3d drawing and room to room
« on: November 27, 2005, 03:55:36 AM »
I want to have a 3d editor to create and load it and i want to use the scean when you have to program it to just select it then select with room to go to
                                                          Thank You
p.s. and please do it if you can :) :D ;) ;D ::hijack ::rock ::beer ::thumbup

Hello dariusc123456!

Are you trying to say that you want to program which room a character goes to when the character walks onto a particular area of the 3D room? If so, it's not possible to program that sort of thing in the 3D editor, but you do need to create a walkable region.

A walkable region is an invisible bunch of triangles within your scene that the character collides or interacts with, and triggers an event in your program. The walkable area's name however needs to be named specifically, such as "walk_something" - replacing the word "something" with a name that is more meaningful to you. Then in your application under the room's script you need to point to a script that will run when the character steps/interacts with that region.

Information on how to create events for walkable areas and such can be found in the WME documentation under : Inside a game->3d Characters Support->Principles and Requirements.

Good luck, and I hope I answered your question. :)

Technical forum / Re: 2 questions.
« on: November 24, 2005, 10:42:14 AM »

Is there a tutorial out there that teaches the basics of 3D Geometry and how it works? Also can I use 3D Studio Max V7 instead of V8?

(E.G. Resident Evil camera angles)


How do you change the icon for your game.exe.

1. There are a lot of tutorials but the best ones come with the software itself. I know all 3D Studio versions since version 3 have included outstanding tutorials on everything from geometry to cloth or hair. I am not sure of any free online resources for learning 3DS Max, but if you're keen on 3d modelling and really want to learn 3DS Max, I recommend you purchase a book.

If you need help implementing your 3d Models (be it a character or a scene) then you should have a look at the WME documentation. There's an entire chapter dedicated to 3D Characters (look in the Contents tab of the help window) and for 3d implementation within your scene, there are some instructions found under the same section, labelled "Principles and Requirements".

Also, it shouldn't matter if you use MAX 8 or MAX 7. Camera techniques haven't changed since 3DS Max 4.

Someone else may have a better answer than that.

2. Ok - changing an icon is easy. To change the icon, open up WME Project Manager, go to the Project menu, and then click on Project Settings. Down the bottom of the window is a checkbox called "Change Icon To:". Click it. Then click on the ellipsis button (the three dots) and a open file window will appear. Browse to your icon's location, click it, and then press Open.

Done! You now have a new icon. :)

Hope that helps.

Scripts, plugins, utilities, goodies / Re: Wintermute IDE (aka WIDE)
« on: November 14, 2005, 03:18:49 PM »
I have resumed work on the IDE. Here is a new screenshot as well as a few blurbs about different things that I've done regarding the script editor. (137kb)

Or here's a tiny version :

The picture sort of explains what other bits I've been up to as well, but mainly the code being the IDE has been cleaned up and there are relatively few bugs now. I have begun work on the font editor at this time. (No more dodgey freeware font editors for me!)

Once again, any questions - you know where to find me.

Scripts, plugins, utilities, goodies / Re: Wintermute IDE (aka WIDE)
« on: November 05, 2005, 11:49:26 AM »
Due to a catastrophic system failure, (mainboard, cpu, and video card stopped working on the same day) the delay of WIDE is going to be delayed until I can afford a new computer to continue development. I estimate this to take two weeks. Sorry for the delay.

Game announcements / Re: Check it out - magic-2Dpoint'n'click :)
« on: October 31, 2005, 03:25:48 PM »
Very, VERY cool!  :o

What's with that big chain in the tree though?  :)

Scripts, plugins, utilities, goodies / Re: Wintermute IDE (aka WIDE)
« on: October 31, 2005, 04:11:56 AM »
First weekly update :

There's not much to show regarding this week's update. Generally the interface has remained the same throughout the whole week. I have however tidied up a lot of bugs, and the interface is now as solid as stone. I figured there is no point adding more and more features if the basics don't perform properly.


Anyway, per the previous requests above, I have started working on translation abilities within the application, but I sort of need a volunteer. I need someone who can read and write fluent Czech. By that I mean you need to be a good speller! I've noticed that a fair chunk of the WME crowd is Czech, and thought it would be nice to at least provide a translation in Czech as a basis, and provide other languages (Spanish, French and German) later.

Translation is fairly simple. It's just a flat text file that will look something like this :

00042:The file cannot be saved as you do not have permission to write to this directory.

...and so on. The first three are examples of the menu system, the last one is an example of an error message. (The ampersand indicates the shortcut key)

The flat file is not ready for translation yet (it's not completely written) however if you do translate it, you will of course be given credit for that translation if you want it. Anyway, I hope someone is interested! (and if you'd prefer to translate to another language, you're welcome to do that - you would be given credit for that as well).

I would use one of those online translators, but they are terrible. I'll give you an example :

The file cannot be saved as you do not have permission to write to this directory.
- translates to Czech as -
Člen určitý archiv dělostřelectvo být zachráněný ačkoliv tebe činit ne mít dovolení až k psát až k tato adresář.

Even though I don't speak Czech, that just doesn't look right. Please correct me if I'm wrong.


Wintermute IDE will be free for non-profit use. If you wish to use Wintermute IDE in a professional or commercial capacity, then you need to purchase the professional version, which will cost $20AU per user. (That's about €12.43 at time of writing) The professional version will require activation codes. Exemptions are available.

Beta Testing

As you know, the beta version will be released in the next few weeks. The beta version also requires an activation code. The reason I have done this is because I want only authorised Beta Testers to use the software. The code that beta testers will receive will work only once. So if you give the software to a friend with your activation code, it will NOT work.

If anyone is interested in doing some Beta testing, please feel free to PM me your interest. You don't need any experience in software testing - anyone is allowed to sign up! To stop people from signing up in the future, I won't accept requests after November 6, 2005.

Wintermute Plugin

I was considering introducing a DLL plugin for Wintermute games that will allow the programmer to put in their own activation routine similar to the one I'm doing. If the activation fails, the program will fail to run. Good for protecting against piracy if you intend on putting a price tag on your software. Let me know if you think you'd be interested in that. If not, I won't make it. :)


Well, that's about it for this week. Feel free to drop comments or suggestions in here. I read the forum regularly. :)

That's ok! I'm a programmer too, and so understand that it's not just a case of writing a five lined function. :)

Laziness is good. :P


I'm pretty happy with the way everything works, but I would really like to see either a command line compiler, or a compiler directive when opening project manager. (I've trawled through the forums and found there's no way to compile from the command line. Please correct me if I'm wrong!)

For example :
ProjectMan.exe -Compile "c:\WMEProjects\Project1\project.wpr"

Something so I can compile my project from a 3rd party application. If you're worried about people ripping off your work, just make project manager stay on the screen when it's done. :-)

Anyway, there we go! Just a thought.

General Discussion / Re: How to name thousands of images?
« on: October 26, 2005, 10:26:27 AM »
Anyone else want to share how they name there image files? If you end up with several thousand images for a large game, setting up a good filing system is a must, or you will get lost in a sea of images.

I agree.

I find using directories (and lots of them) a good solution to this problem rather than long filenames.

For example, why have a file called :

When I could have :

(You could even go further and have another subdirectory called 'north' and then have frame01, frame02, etc etc, but that might be getting a bit too pedantic.

I reckon that's the easiest way to keep track of things. Categorize as much as possible! :) Sure you have to go on and create all those subdirectories (or subfolders as people call them these days) but later on when you have hundreds (thousands even?) of images, you will find navigating them a breeze.

i tried with
where position_Y is the actor's Y position. But it didn't work. What am I doing wrong?

Ok, this looks to me like a mathematical error to me, but please feel free to correct me if I'm mistaken.

If you want a formula for sound to be quietest at the top of the screen and loudest at the bottom, try something like :

this.SetSoundVolume ((position_Y / this.Y) * 100)

Or, if you want the opposite effect (sound softest at the bottom of the screen, loudest at the top) :

this.setSoundVolume (100-((position_ Y / this.Y) * 100))

I hope that helps, good luck!

Hi Kaddafi!

Background tutorials vary depending on what style of graphics you intend on using and how experienced you are as an artist. If you want to create a 90's retro-style adventure game, I would recomment as a starting tutorial for background graphics. (It also discusses light). The tutorial will appeal to people even with minimal graphics experience.

If you're into creating full 3D graphics, I recommend just getting your hands on a 3D application such as Maya, Max, or something similar, and doing the tutorials that come with them. (Bear in mind however that Maya costs about $10,000 American dollars, and Milkshape does a dreadful job of importing Maya files) also has some excellent articles about graphics, audio, etc. In fact, their latest article (at time of writing) is, "Real-Time realistic cloud rendering and lighting". Unfortunately however, the site appeals to programmers and project managers as it discusses things such as classes, methods, and functions. If those words don't hold much meaning with you then you might get a bit lost. However it's still worth a look though.

Hope that helps. :)

Scripts, plugins, utilities, goodies / Re: Wintermute IDE (aka WIDE)
« on: October 25, 2005, 02:11:28 AM »
sounds very promising, but couldn't you have posted this two weeks before ?  ;) I think I would never had coded my VSE then.  ;D

Seriously this is a very good thing you are doing for us. I'm burning to see it in action.

Thanks for your interest, Mac! Unfortunately the program is only five days old, which is why I didn't announce it earlier. On the other hand, I could claim that I did it to spite you, but I didn't. :) hehehe

I promise I'm working on getting a Beta out as soon as possible. I'm working on it about 20 hours a day at the moment (I don't sleep much, except when on holidays) so hopefully I can get it out sooner than my above quote, but I can never be sure of these things because I know something big is going to happen and slow me down. (You know... computer viruses, bird flu, etc... something like that).

The biggest bug in the IDE at the moment is it's syntax colourization. Actually, it's not a bug, it's just I haven't optimized my code very well. You see, when it colours the document's syntax, it goes through and colours the document from top to bottom of the script every time something changes in the script. I've found if your script is more than say, 3000 characters, the IDE comes to a screeching halt. It won't crash, it's just very slow. The way that my code works is like painting your entire car when there's only a scratch on the rear bumper. I've thought of some creative ways of fixing this problem, but we'll see how it all goes.

Anyway, I seem to have gone off on a tangent here.

:o WOW!!!

Thats really great! I will be very happy when final version will be released! When will be chance on czech localization, then First reality is at your service!

Ok, I suppose there's good and bad news with this. I'll start with the bad, and then the good.

Bad News : Unfortunately I speak no other language other than english. I can say "Good day" in German (Guten Tag!) but that's about as much as I know of foreign languages. (Foreign meaning English is the only spoken language in Australia). I have never got around to learning any other languages because I've never left my country. Maybe I should go on an overseas trip.

However! There is good news.

Good News : The IDE is so dynamic that anyone can make their own translation without any programming experience whatsoever. All you need to know to make a translation is how to read english (for the translation file), and you're set! My IDE provides the mechanism for translation.

For example, when you create a new script, the document window has in it's titlebar : "Script : [filename]" - Now, let's say you wanted the word "Script" to read something else. That's easy. Open up the interface editor (tools menu) and change the property belonging to that window's title bar to read "Programmindex", "Manuscrit", "Escritura", or whatever other language you'd like. The file is then saved as local.ide. You can redistribute that file to your friends (and I would of course be happy to host translations on my site) and then that translation can easily be installed on anyone's machine.

In terms of application localization, the IDE will be compiled as a EN:International application. This means that it will run on any computer in any language, but will initially read english until you install a third party local.ide file, or translate it yourself. One design flaw is that the application only supports one local.ide file at any one time, so you can't switch from english to czech and back again with ease. I will look into changing that before the program is released.

I hope that makes sense. I'm not terribly good at describing things. :-)

Any other questions, feel free to ask.

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