DccNiTghtmare

Software Screenshot:
DccNiTghtmare
Software Details:
Version: 0.9
Upload Date: 14 Apr 15
Developer: DccNiTghtmare Team
Distribution Type: Freeware
Downloads: 191

Rating: 2.0/5 (Total Votes: 2)

DccNiTghtmare is a project to make a 3D sarcastic RPG. Actually only an early stage engine.

DccNiTghtmare is a project to make a 3d realtime RPG with batles in turns schema. The game will have a comic, sarcastic and critic story in an academic enviroment with a non-linear story/drama.

What is new in this release:

  • gui: rolBar can use position button to scroll text;
  • gui: button type: KEEP_PRESSING for buttons that will remain pressed until mouse is released, ignoring if inner the button area;
  • Setting delta to sceneNode minY when lesser than 0;
  • script: new functions: callAnimation, setAnimation, playSound;
  • New script to controll cattle idle behaviour;
  • New script to controll beggars idle behaviour;
  • Added support to idtech4 (.md5*) models and animations;
  • 3D messages could be static on Y axis;
  • Lots of adjusts and fixes to the A* implementation;
  • Disabling vsync via OpenGL for better perfomance in OSX;
  • Verifying sight when NPC selecting target enemy and when PC or NPC do an action;
  • Possibility to disable depth collision check on models where the boundingBox check is enough;
  • Support for model's bump (normal) mapping;
  • Simplified number of skills to 12;
  • Removed the class Administration Student;
  • mapEditor: Support for skorpio OD tilesets;
  • New Models;
  • New Sound Effects and Music;
  • BugFixes:
  • sound: Fixed a possible double OpenAL stop when releasing an ogg_stream;
  • sound: Fixed a undesired loop with a sound file lesser than the buffer;
  • script: Fixed a bug on jumping from "else if" statements when an "if" was successfull;
  • sound: keep music playing if try to load same music file;
  • map: fix for mapLights set;
  • render: Fixed the offset to avoid glitches between rendered floor surfaces and shadow;
  • fight: Fixed a bug that allowed a playable character to walk without on its turn;
  • fight: When attacked and without a target enemy, set the current character target as the attacker;
  • map: fix a bug at money object check after object removed from map;
  • scene: fix a bug on removing no more used scene nodes lists;

What is new in version 0.8:

  • Added view frustum culling for shadows;
  • map: Add object rotation to all axis;
  • Created scene and sceneNode abstractions;
  • New Bounding Box class;
  • Added character info text when mouse over portrait;
  • gui: defined mouse hint for all gui objects;
  • gui: added object visibility flag;
  • Added support to MacOSX;
  • Added shader for texture splatting (splatting now can be via ARB extensions or GLSL shader);
  • Added money split;
  • New models;
  • New mission: Old software factory computer;
  • New maps;
  • dntMapEditor: Show mouse world coordinates;
  • dntMapEditor: grid mode alternative on object XZ move;
  • dntMapEditor: Tool to select and edit objects;
  • Using code::blocks as default IDE for Windows build;
  • BugFixes:
  • Fixed a bug that freezes the game when drinking a beer (thanks to zerberros for the bug report);
  • Fixed a bug that won't let remove of some objects from list;
  • Fixed a bug when leveling up a skill with effects applied;
  • Fixed white-shadows on some drivers;

What is new in version 0.7:

  • New race's images;
  • New classes' images;
  • Rewrote particle systems for better generalization;
  • dntMapEditor: Using dntList and defParser for list of files;
  • dntMapEditor: Plane editor for any kind of particles;
  • heightmap2dnt: Added indoor map import (with walls);
  • Capacity to create empty (without decorations) windows;
  • Text over cursor;
  • Added instantKill percentual to weapons (aka: probability of killing the target in a single strike);
  • Added instantKilled percentual to characters (aka: probability of get killed in a single strike);
  • Rewrote the dntParticleEditor to be more intuitive;
  • New main GUI layout;
  • Added pickable objects descriptions;
  • dntMapEditor: Better wall cut and destroy;
  • dntMapEditor: Better wall add;
  • dntMapEditor: "Shift key" toggle camera faster move;
  • New models and textures.
  • BugFixes:
  • Fixed the outdoor minimap scale ratio;
  • Automatically don't render shadow for low height sceneries at floor;
  • Fixed text renderer (was adding two times last character when checking current string size);
  • Fixed the terrain on the crat map;
  • Default wall texture repeat to 64 (instead of 16).

What is new in version 0.6:

  • Use of talents;
  • Select new talents at character creation and level up;
  • Assign quick talents to shortcuts window;
  • Map reflexion is now enabled per square;
  • Fixed a bug on particles load that was duplicating the last;
  • Faster run velocity;
  • Render objects when equipped;
  • Inserted rest button at shortcuts window;
  • New logo;
  • New mouse cursors;
  • Particles now can follow NPCs too;
  • Blood will follow character's head when needed;
  • Fixed a bug that let a dead PC enter the battle mode;
  • Applying Character's displacement;
  • Showing base attribute at skill's window;

What is new in version 0.5:

  • Radiobox filter at SkillWindow to only show race/class skills;
  • Fixed a bug: Keep windows positions after map change;
  • Fixed a bug: Update inventoryWindow after receiveing an item from a dialog;
  • Capacity to walk through low height objects;
  • iaScripts can receive parameters;
  • Fixed a memory leak on bTrees;
  • Fixed a segfault at itemWindow;
  • Better cxSel selection/deselection;
  • Fixed continuous mouse move angle;
  • Added modifier effects (drink);
  • Use of new objects (narcotics);
  • New roll tests;
  • Fixed segfault when loading game with characterWindow opened;
  • iaScripts: accepting the use ofoperator as 'signal change';
  • iaScripts: accepting literals as function parameters;
  • Setting initial animation state of models to a random value;
  • Always run option 'true' by default;
  • Fixed run toggle for A*;
  • Avoid too far away enemy NPCs act at a distant fight;
  • Fixed the save of NPCs position;
  • Keeping character related particles between maps;
  • 'Rest' action for party;
  • dntMapEditor: Key to toggle multitexture;
  • Two new missions;
  • New models;
  • New maps;

What is new in version 0.4:

  • New mission;
  • New maps;
  • New models;
  • In-game comic book objects (items);
  • Tutorial to the battle system (as a comic book);
  • Way to populate NPCs initial inventories;
  • Balanced Barter Imposition Tests;
  • Ammo for Weapons;
  • Cancel Barter when the character is far;
  • Using weapon sound effect (if exists) when using it to attack;
  • Define Keyboard keys at options;
  • Setting the difficulty to use medical itens as AC/2;
  • Projective Shadows for outdoor;
  • Change target enemy color under battle mode;
  • Fixed a bug at sound controller when exiting game;
  • Fixed a bug at some models reflexion;
  • Fixed bug when loading game with inventory window opened;
  • Fixed bug that let you use itens without attack actions;
  • Fixed bug at PC orientation angle after loading a game;
  • Fixed Save Files to save Character Experience points (forgot!);
  • Fixed a bug of lost object when trying to equip a weapon by "using it" when already have another weapon eqquiped;
  • Fixed a bug on DNT installation of bin directory and default options file;
  • Fixed a bug when sound effect file doesn't exist;
  • Minimap More closer (and translatable);
  • New tabButton style to listText;
  • Low intelligence character can only speak gibberish;
  • Exit battle mode when no more enemies in battle range;
  • Keep NPC Psycho Status at modState;
  • Use more objects (soda machine, paints, ammo, books);
  • Missions Journal Window;

What is new in version 0.3.2:

  • Fixed a bug on saveWindow when saving over an existent save file;
  • Fixed a bug on script's interpreter of "else if" jumps;
  • Fixed a bug that keeps dead characters alive after save file load;
  • Fixed mouse 3d world projection outside the indoor map limits;
  • Fixed the text input on saveWindow (was too slow);
  • Fixed a bug of losing the equiped weapon after loading save file;
  • Fixed for Santa model completly finish the die animation;
  • Fixed to update health bar after load save file;
  • Showing "Mission Failure!" at 3D messages (not only on briefieng) when fail to complete a mission.

Requirements:

  • SDL
  • SDL_image
  • SDL_mixer
  • Cal3D
  • Ogg Vorbis
  • OpenGL

Screenshots

dccnitghtmare_1_87757.jpg
dccnitghtmare_2_87757.jpg

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