Wintermute Engine Forum
Wintermute Engine => WME updates and announcements => Topic started by: Mnemonic on September 26, 2009, 03:26:33 PM
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Hi muties,
here is another incarnation of WME 1.9 series:
WME 1.9.1 installer download (17MB) (http://www.dead-code.org/download/download_wme.php)
(Note: Saved games are compatible with WME 1.7.2 and later)
Version 1.9.1 (January 1, 2010)
- New methods for setting effect parameters from scripts: actor3d.SetEffectParam(), actor3d.SetEffectParamVector(), actor3d.SetEffectParamColor().
- New script method for retrieving 3D light position: Scene.GetLightPosition().
- When using the "maintain aspect ratio" feature in full-screen, mouse pointer is confined within the visible area and it no longer hides underneath the black borders.
- FIX: Crash when using Game.NumItems before any other inventory-related method.
- FIX: Occasional crash when frequently changing talking sprite of an entity.
- FIX: Black frames briefly displayed in the beginning of theora video playback.
Version 1.9.0 beta (September 26, 2009)
- Support for advanced materials defined by effect files (i.e. shaders).
- New methods: Game.EnableScriptProfiling() and Game.DisableScriptProfiling() for gathering script execution time statistics.
- SceneEdit and ProjectMan are now using DirectX 9.
- FIX: FadeOut methods were changing the color of black bars when using aspect ratio correction.
- FIX: Game.SetMousePos() and actor.CreateParticleEmitterBone() were broken when using aspect ratio correction.
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Please see the "Using effect files" chapter in the documentation for descrption of this new feature.
I'm sorry for not providing any samples of effect files for now, but my working ones are kind of messy and I don't have time to make some usable ones (not to mention HLSL is not really my forte), and I wanted to release this ASAP for you to toy with.
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Congratulations ::rock Shaders deserve lots of beers on slugs ::beer ::slug
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Many thanks! ::thumbup
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Great to hear about this new release!!!
Downloading.... [======> ] ::rock
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awesome work mnem!! gonna give this a play about soon...
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WOW, I wasn't expecting this at all! I thought 1.x will only get bug fixes and suddenly here is a new major feature...
Anyway, thanks for the pleasant surprise and for all your good work!
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Mnemonic, you're a machine. That's the totally unexpected twist. :) Thank you! ::beer ::beer ::beer ::beer ::thumbup
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Many BIG thanks for this release!!!
(http://pinktown.ru/public/shading.png)
(black background from ProjectMan... no color choice)
WME ::rock
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This is absolutely great news!
Once again Mnemonic delivers the goods :D
Cheers Mnemonic ::beer
Myles Blasonato.
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Thanks a lot!!! Great news!!! ::rock
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any chance I can just see the documentation without downloading the code ?
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Check WME documentation online (http://docs.dead-code.org/).
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Hi and good morning!
Fantastic work, Mnemonic! ::beer
Just to get to get it right, is it now via shaders possible to use per-pixel lighting instead of vertex lighting?
Bye,
Oli
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WOW, I wasn't expecting this at all! I thought 1.x will only get bug fixes and suddenly here is a new major feature...
This seemed like a relatively simple way of expanding WME 1.x lifetime. Also I thought I should provide a basic framework before several developers hack effect support into wme codebase independently on each other (not that it didn't happen already...).
Just to get to get it right, is it now via shaders possible to use per-pixel lighting instead of vertex lighting?
I think so, yes. At least I do believe you have all the necessary tools for that.
Many BIG thanks for this release!!!
(black background from ProjectMan... no color choice)
Cool, thanks for testing.
I'd like to create a WME project for effect testing. You know, a single scene with a teapot actor, which would allow you to select an .fx file an apply it to the teapot. Ideally the project would come with a community-created library of wme-compatible .fx files. So I would like to encourage everyone to share their effects, no matter how complex or simple they are. They can serve as inspiration or a starting point for other effects.
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Yeah, some demos would be really great, because shader-scripting/programming is something totally new to me, and I´m a bit stuck at the moment.
Sorry, if I´m asking stupid questions, but would it be possible to create reflecting materials, i.e. a mirror, puddles, water?
@cremen: Could you please share your pixel-light shader code?
Bye,
Oli
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hey,
thanks for including the HLSL thing. I'll give it some more tryouts (i've had some failed attempts today), until i get an FX file that also does the Vertex shading and not only pixel shading.
i'll try and share some demo or .fx files.
i'm joining Oli in asking :
@cremen: Could you please share your pixel-light shader code? I'm very intesrested in how you did that edge
About profiling:
the two new functions are a great start! but i couldn't get them to give me any relevant info on why my game's performance is so slow:
1. for some reason, in pizza morgana project, the counters don't reset between calls to the disable/enable functions, making it hard to filter out the noise, that happens, for example at the beginning of the game.
2. i htink there's a bug if you call Disable for the first time before enable (this is what i added in my game.script in on "Keypress" event)
if (Keyboard.Key=="F") {
Game.DisableScriptProfiling();
Game.EnableScriptProfiling();
}
3. statistics about the functions and methods would be GREATLY helpful.
4. on an unrelaed subject, i noticed the regular WME_DEMO_3D also have two constant running scripts and nothing green in the debugging console, and couldn't figure out what they are (maybe i should post this in my performance thread).
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Sorry, if I´m asking stupid questions, but would it be possible to create reflecting materials, i.e. a mirror, puddles, water?
To a certain extent. Since you can render multiple passes, you should be able to render the actor twice, normally and e.g. upside-down, maybe with some pixel shader effect applied to make the reflection actor semi-transparent etc. Whether it would look good depends on the scene layout though.
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1. for some reason, in pizza morgana project, the counters don't reset between calls to the disable/enable functions, making it hard to filter out the noise, that happens, for example at the 3. statistics about the functions and methods would be GREATLY helpful.
To be honest, I intended to be used by enabling profiling and keeping it running until you quit game. Then you'll have complete game session stats in the log file. It's possible enabling/disabling multiple times during the session doesn't work properly. I'll look into it.
4. on an unrelaed subject, i noticed the regular WME_DEMO_3D also have two constant running scripts and nothing green in the debugging console, and couldn't figure out what they are (maybe i should post this in my performance thread).
Ok, I probably confused you with the green icon remark, my mistake. The reality is, at the moment when the console is updated no script is actually *running*, because all of them are either persistent or waiting for something (Sleep, GoTo, method call etc.). The console is not updated everytime a script executes an instruction for performance reasons.
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btw, I posted a simple shader preview application (http://forum.dead-code.org/index.php?topic=3881.0) (the one I mentioned above).
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Hi!
Don´t want to get on your nerves, but has anybody got a working per-pixel lighting shader for me to look at? I´d love to add that feature to my demo.
Thanks,
Oli
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been almost 3 months, when is 1.9.0 goign from beta to release (or when is 1.9.1 goign to be available?)
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2 months. And I don't know, I'm not working on it at the moment.
There are no fatal bugs reported, so it could go to release.
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right. 2 months ;)
and if no major bugs then cool!
waiting to use it full time.
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WME 1.9.1 has been released. See the first post for details and download link.
Happy new year, everyone!
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Happy New Year Mnemonic and all muties!
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Happy new year and thanks for the wonderful update :)
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C Новым 2010 годом ! В
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I have one question. Is WME 1.x going to support multi resolution or no? And what about WME 2? It´s really interesting for me. :)
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There are no plans to add new time-consuming features in wme1.x codebase. Focus is on wme2 and when there are important news you'll see them posted here.
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I asked it before it is very important to the future of our game. Now we are working on 2.5D game (more information later) and this project is going to be commercial. So we will want to buy license for WME. But the reason why we need the multi res support is because our game is running in 1920x1080 resolution and it takes a lot of perfomance. When we will able to use, for example, 1280x800 resolution the FPS is really great :)
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WME1 doesn't have a license to buy. It's free for commercial usage although donations are encouraged. If you are developing a 2.5D game with wme1 then you are going commercial with what features are available now. The only way to see more time-consuming features in wme1 is to have the programmer of your team (or any other programmer) implement them using the LGPL sources of wme1.
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WME1 doesn't have a license to buy. It's free for commercial usage although donations are encouraged.
Really? That´s really great. When we will release our demo we will donate WME! WME is really great tool. And Mnemonic is wonderful :)
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Well, I Think It Will Be Ancor Better.