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Author Topic: Latest beta: WME 1.6 beta 4  (Read 47449 times)

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Mnemonic

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Re: Latest beta: WME 1.6 beta 2
« Reply #60 on: March 25, 2006, 12:48:55 PM »

2. This is by design. PlayVideo/PlayTheora freezes the game completely, including scripts, sounds, everything. I later added the optional non-freezing of music, so that one can add external sound channel for the video. There's no way your sound daemon will work with exclusive video playback, you'd have to use video entity instead.
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metamorphium

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Re: Latest beta: WME 1.6 beta 2
« Reply #61 on: March 25, 2006, 06:00:02 PM »

ok. Thanks.
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Mnemonic

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Re: Latest beta: WME 1.6 beta 3
« Reply #62 on: April 17, 2006, 07:23:13 PM »

WME 1.6 beta 3 has been released. See the original post for details & download link.
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Jerrot

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Re: Latest beta: WME 1.6 beta 3
« Reply #63 on: April 18, 2006, 03:24:09 PM »

new particle generator system;

wow!

new BlendMode attribute for actors, entities and particle emitters,

mega-wow! :)

You should not hide such great features behind short sentences like "see original post". ;-)
Thanks a lot!  8)
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Stucki

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Re: Latest beta: WME 1.6 beta 3
« Reply #64 on: April 19, 2006, 01:19:44 PM »

the particle system is fantastic !!!!  i used to script every particle effect and it slowed down the ftp very much, because every particle had its own script running ....

could you please add some more functions:
 - constant rotation[with variable speed] of the particles  [ makes smoke and snow look even more real ]
 - constant and exponential growing and constant and exponential shrinking [ smokeclouds can get larger while they get more transparent, maybe for steam]

is it possible to have different sprites in one particle effect ?? so its choosen by random which sprite is to be displayed next ....

your absolutely great   [even if i have to change all my particle scripts ....  ;)]

greets,
stucki

Mnemonic

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Re: Latest beta: WME 1.6 beta 3
« Reply #65 on: April 19, 2006, 05:02:13 PM »

could you please add some more functions:
 - constant rotation[with variable speed] of the particles [ makes smoke and snow look even more real ]
 - constant and exponential growing and constant and exponential shrinking [ smokeclouds can get larger while they get more transparent, maybe for steam]
Okay, I'll see what I can do.

is it possible to have different sprites in one particle effect ?? so its choosen by random which sprite is to be displayed next ....
Yes, it's possible using the AddSprite() method of the emitter. You can add as many sprites as you want and the particles will pick a random one when they are generated.
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Stucki

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Re: Latest beta: WME 1.6 beta 3
« Reply #66 on: April 22, 2006, 01:55:42 PM »

some other suggestions for the particle generator .....

"random alpha value" at emitting start so every particle can have a different alpha value  from value "a" to value "b" (example: rain or fog )

"add region"  - particles are displayed only if they are inside specific regions  ( example: dustparticles only visible inside a light beam )

besides i have a little problem with the particle emitter:

in the background i have a large sprite animation playing waterwaves...   some of my rain particles that are over this sprite are flashing sometimes to aplha value of 255, even when the alpha value is set to some transparent number .....

edit >
its not the sprite in the background, its the border thickness. if the particles get in this area they sometimes flash
< edit


greets
stucki
 ::rock

 

 
« Last Edit: April 22, 2006, 02:04:06 PM by Stucki »
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Mnemonic

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Re: Latest beta: WME 1.6 beta 3
« Reply #67 on: April 23, 2006, 12:13:18 PM »

its not the sprite in the background, its the border thickness. if the particles get in this area they sometimes flash
Are you using the FadeOut parameter? It shouldn't be used together with variable alpha for particles.
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Stucki

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Re: Latest beta: WME 1.6 beta 3
« Reply #68 on: April 23, 2006, 12:50:44 PM »

hello
no i am not using the fadeout paramenter.
i am using your rain script with some changed paramenters

{
  this.DeleteParticleEmitter();
  this.CreateParticleEmitter();
 
  var Emit = this.ParticleEmitter;
   
  Emit.AddSprite("sprites\regentropfen.sprite");
  Emit.AddSprite("sprites\regentropfen_1.sprite");
  Emit.AddSprite("sprites\regentropfen_2.sprite");
  Emit.AddSprite("sprites\regentropfen_3.sprite");
  Emit.X = 0;
  Emit.Y = 0;
  Emit.Width = Scene.Width + 200;

  Emit.SetBorder(-200, -200, Scene.Width + 400, Scene.Height+400);
  Emit.SetBorderThickness(0, 0, 0, 0);

 
  Emit.LifeTime1 = -1;
  Emit.LifeTime2 = -1;
  Emit.LifeTimeZBased = true;
 
  Emit.Velocity1 = 250;
  Emit.Velocity2 = 600;
  Emit.VelocityZBased = false;
 
  Emit.Scale1 = 100;
  Emit.Scale2 = 100;
  Emit.ScaleZBased = false;
 
  Emit.Angle1 = 190;
  Emit.Angle2 = 200;
 
  Emit.Alpha1 = 125;
  //Emit.Alpha2 = 175;

   
  Emit.MaxParticles = 60; 
 
  Emit.GenerationInterval = 50;
  Emit.GenerationAmount = 40;
 
   
  Emit.Start(20000);
}

with Emit.SetBorderThickness(0, 0, 0, 0); there is no problem
with Emit.SetBorderThickness(0, 0, 0, 200); the particles are sometimes flashing in the lowest 200 pixels of the screen


what do you think about random alpha and region checking ???  possible ??

Greets
stucki

and thanks for doing all this !!!!!
 ::rock

Mnemonic

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Re: Latest beta: WME 1.6 beta 3
« Reply #69 on: April 23, 2006, 12:53:07 PM »

Thanks, I'll test the code.

what do you think about random alpha and region checking ??? possible ??
Possible. When I get to it. I'm working on something else now.
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TheDerman

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Re: Latest beta: WME 1.6 beta 3
« Reply #70 on: April 29, 2006, 10:35:21 AM »

Hi,

So, as I understand it, we can now use real-time characters but design the scene layout the normal way? Does that mean we don't need that hidden geometry anymore? So I can basically have someone do a real-time model and the animations, and then I can do the rest myself? What about the cameras and lights?

When do you think the final/stable version of 1.6 will be released? "When it's done"?  ;D

Thanks.
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Mnemonic

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Re: Latest beta: WME 1.6 beta 3
« Reply #71 on: April 29, 2006, 11:15:28 AM »

So, as I understand it, we can now use real-time characters but design the scene layout the normal way? Does that mean we don't need that hidden geometry anymore? So I can basically have someone do a real-time model and the animations, and then I can do the rest myself? What about the cameras and lights?
You still need the hidden geometry file to define the walkplane, cameras and lights. But you could probably make some generic geometry file, or a couple of them for various camera angles.

When do you think the final/stable version of 1.6 will be released? "When it's done"?¦nbsp; ;D
Yes, exactly! How did you guess that? ;)
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metamorphium

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Re: Latest beta: WME 1.6 beta 3
« Reply #72 on: April 30, 2006, 06:14:08 PM »

Mnemonic: Thanks for this excellent update. Looks like you're one step ahead of me as always. :)

Now only mirrors and stencil shadows. :)  ::beer ::beer ::beer ::beer ::beer
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Mnemonic

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Re: Latest beta: WME 1.6 beta 4
« Reply #73 on: May 08, 2006, 04:08:56 PM »

WME 1.6 beta 4 has been released. See the original post for a description & download link.
Enjoy ::beer
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Mnemonic

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Re: Latest beta: WME 1.6 beta 4
« Reply #74 on: May 09, 2006, 04:10:36 PM »

Well, thanks for all that feedback, it makes one motivated :P
I just wanted to say that this is the final beta. If no critical bugs are discovered within a few days, it will become 1.6 final.
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