Software Details:
Version: 0.9
Upload Date: 14 Apr 15
Distribution Type: Freeware
Downloads: 191
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
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