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Author Topic: Latest stable: WME 1.8.11 (Sep 4 2009)  (Read 109389 times)

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sychron

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Re: WME 1.8.5 (Mar 16 2008)
« Reply #30 on: March 26, 2008, 11:58:26 PM »

I believe that even though they switched the engine, they were still using wme's creation tools (at least to some extent).
So ... they did an ogre version of the WME runtime?
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odnorf

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Re: WME 1.8.5 (Mar 16 2008)
« Reply #31 on: March 27, 2008, 07:23:33 AM »

From what I've heard from others they did something like that to be semi compatible with wme structure so they won't have to redo everything and rewrite tools (of course it could be wrong but rumors are still out there hunting us).
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sychron

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Re: WME 1.8.5 (Mar 16 2008)
« Reply #32 on: March 27, 2008, 12:59:00 PM »

Hmm. The most interesting question is wether they "borrowed" WME Script.
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Mnemonic

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Re: WME 1.8.5 (Mar 16 2008)
« Reply #33 on: March 27, 2008, 01:06:15 PM »

Some of the Germans will need to dissect the game and tell us :) Anyway, we're offtopic.
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sychron

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Re: WME 1.8.5 (Mar 16 2008)
« Reply #34 on: March 27, 2008, 08:01:37 PM »

hmm ... I somehow feel addressed now ... twice ... *shutting up*
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Mnemonic

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Re: WME 1.8.5 (Mar 16 2008)
« Reply #35 on: March 27, 2008, 10:44:41 PM »

I wasn't addressing you specifically, I was just referring to the fact the game has only been released in Germany so far.
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Mnemonic

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Re: WME 1.8.5 (Mar 16 2008)
« Reply #36 on: March 29, 2008, 01:10:49 PM »

Hmm. The most interesting question is wether they "borrowed" WME Script.
Ok, taking a brief look at So Blonde demo, it seems to be that case. It includes familiar looking .scene, .sprite, .window and even .script files.
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sychron

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Re: WME 1.8.5 (Mar 16 2008)
« Reply #37 on: April 01, 2008, 06:09:10 AM »

They did'nt package that in any way?!? not even archives?!
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Re: WME 1.8.5 (Mar 16 2008)
« Reply #38 on: April 01, 2008, 08:26:22 AM »

The package is in their own format. But what's inside definitely looks like wme structure, scripts and definition files. They even used wme tools as you can see lines like "Generated by SceneEdit". As a sidejoke, Mnemonic commented out the GoTo command for walking and the character stopped moving... so they are not forgotten files ;)
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sychron

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Re: WME 1.8.5 (Mar 16 2008)
« Reply #39 on: April 01, 2008, 04:56:33 PM »

So maybe Mnemonic should ask them for their experiences with the integration of ogre and wme, maybe helpful for 4.0 ...?
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Re: WME 1.8.6 (Apr 6 2008)
« Reply #40 on: April 06, 2008, 01:40:43 PM »

WME 1.8.6 is out. Hopefully the last release in 1.8.x series :) Enjoy ::beer
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Re: WME 1.8.6 (Apr 6 2008)
« Reply #41 on: April 06, 2008, 02:25:32 PM »

Added an option to include the D3DX library with compiled game (for games using Direct3D 9).
This will save a lot of headache!

Thanks for the great work Mnemonic!
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Re: WME 1.8.6 (Apr 6 2008)
« Reply #42 on: April 06, 2008, 02:29:23 PM »

Yeah, however, it's a little iffy. To quote ProjectMan:

Quote
The "Project settings" window now contains a check-box titled "Include D3DX library (for games using Direct3D 9)". When enabled, ProjectMan will copy the Direct3D extension library (D3DX) to the output folder while compiling the game. That way the end users will not need to install the latest Direct3D 9 redistributable package (which turned out to be a major support issue). However, technically speaking, distributing this file with your game violates the DirectX EULA. Please choose whichever option you consider the lesser evil.
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Mnemonic

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Re: Latest stable: WME 1.8.10 (Feb 14 2009)
« Reply #43 on: February 14, 2009, 04:58:59 PM »

WME 1.8.10 is released. See the first post of this thread for more info and a download link.
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Re: Latest stable: WME 1.8.10 (Feb 14 2009)
« Reply #44 on: February 14, 2009, 06:03:31 PM »

Congratulations----- ::rock

I'm using Version 1.8.9 to build our game.  It's 2D.  Can I use the new version to continue or should I stick with1.8.6 for this go round?  :  )
« Last Edit: February 15, 2009, 04:22:46 AM by Catacomber »
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