Wintermute Engine Forum

General Category => General Discussion => Topic started by: Mnemonic on January 21, 2007, 02:36:58 PM

Title: Latest stable: WME 1.7.3 (Jun 2 2007)
Post by: Mnemonic on January 21, 2007, 02:36:58 PM
Hello wintermuties,

after two betas WME 1.7 is finally here. See below for the complete list of new features and bugfixes.

There's no update package available this time, you'll have to install the whole thing once again, because the installer needs to update some shared system DLLs, plus there's a new license agreement you'll need accept. What new license? Well, starting with this version, WME is distributed as donationware. That means, there's no need to purchase a separate commercial license, but anyone can make (any) donation to support further development and to help cover the development expenses.

Also be sure to check our freshly redesigned website at http://dead-code.org/


Ok, without further ado... enjoy ::beer

WME 1.7.3 installer download (14MB) (http://www.dead-code.org/download/download_wme.php)

Update from WME 1.7.x to WME 1.7.3 (5MB) (http://www.dead-code.org/download/download_update.php)

(Note: Saved games are incompatible with previous releases)


WME 1.7.3 (June 2nd, 2007)

WME 1.7.2 (March 11th, 2007)

WME 1.7.1 (February 11th, 2007) - maintenance release

WME 1.7 (January 21st, 2007)
Title: Re: WME 1.7 (Jan 21 2007)
Post by: metamorphium on January 21, 2007, 04:46:19 PM
Cool!!! Thanks!  ::beer ::beer ::beer ::beer ::beer

off to try the new download.
Title: Re: WME 1.7 (Jan 21 2007)
Post by: odnorf on January 21, 2007, 04:47:38 PM
Congratulations. A great release as usual. It's beer time  ::beer ::beer ::beer
Title: Re: WME 1.7 (Jan 21 2007)
Post by: Khezex on January 21, 2007, 05:26:01 PM
Hurrah !!!
Congrats on the new version and the new license... Downloading as we speak (actually just finished)... gonna see if wintermute supports soft vertexes now :-?...

Cheers ::beer
Title: Re: WME 1.7 (Jan 21 2007)
Post by: TheDerman on January 21, 2007, 09:44:43 PM
Woooooo - turn my back for a few days and everything changes.  :o

The new look is great though.  8)

Can I just clarify that license thing though just so there are no misunderstandings - you're saying the engine is now FREE for commercial use, BUT, it would be nice if we made a donation, but the donation is not strictly necessary? In other words, we can actually use the engine commercially without paying anything at all? Do I have that right?

Nice logo too.
Title: Re: WME 1.7 (Jan 21 2007)
Post by: Mnemonic on January 21, 2007, 09:54:10 PM
TheDerman: Yes, that's right.

gonna see if wintermute supports soft vertexes now :-?...
I'm not sure what you mean by soft vertices. If you mean weighted vertices, the .X format does support them, hence does WME.
Title: Re: WME 1.7 (Jan 21 2007)
Post by: Stucki on January 22, 2007, 11:09:05 AM
wow thats truly amazing. This engine absolutely rocks !!! And Mr Mnemonic is the God of Rock to me !!

thanks for the great work ...

stucki
 
Title: Re: WME 1.7 (Jan 21 2007)
Post by: jlinam on January 22, 2007, 08:29:11 PM
Hi, Mnemonic -

I was wondering what motivated you to change the licensing to "donationware"? This is extremely generous of you, especially since it seems there are a number of commercial games using WME in development right now.

In any case, thanks a lot.
Title: Re: WME 1.7 (Jan 21 2007)
Post by: Mnemonic on January 23, 2007, 09:13:24 AM
I was wondering what motivated you to change the licensing to "donationware"?
Well, it's something I've been considering for a long time and I had several reasons. Maybe sometime when I'm less lazy busy I'll write a blog post about it :)
Title: Re: WME 1.7 (Jan 21 2007)
Post by: stoyan on January 23, 2007, 04:27:17 PM
Hello everyone! I am new here and new in Wintermute. I was waiting for such a software so I'm really glad that I've found it! I've just started reading documentation but I have some idea about a small game. Anyway - I would like to thnx a lot for this software and last update. I'm a big fan of adventure games and I hope that soon we'll see more of them created with wintermute! Great job! ::rock
Title: Re: WME 1.7 (Jan 21 2007)
Post by: jlinam on January 23, 2007, 08:31:32 PM
Well, it's something I've been considering for a long time and I had several reasons. Maybe sometime when I'm less lazy busy I'll write a blog post about it :)

Whatever your reasons, thank you. Hopefully this will encourage people to develop commercial quality games with WME (and to compensate you appropriately when they do)  :)
Title: Re: WME 1.7 (Jan 21 2007)
Post by: Nihil on January 23, 2007, 11:04:57 PM
Wow, new update, new license, new website ... you definitely know how to start a new year ;-)

And with all those new features, especially the debugging console, WME has finally left the "hobby engine state" ... I really hope to see some projects that take advantage of all the new features soon!
Title: Re: WME 1.7.1 (Feb 11 2007)
Post by: Mnemonic on February 11, 2007, 07:33:08 PM
WME 1.7.1 is now available (see the first post for a download link and a list of changes). It fixes a couple of rather serious bugs so everyone is encouraged to update as soon as possible.
Title: Re: WME 1.7.1 (Feb 11 2007)
Post by: Mac on February 11, 2007, 07:41:52 PM
Thank you very much. The block-selection in String-Table-Manager will be VERY helpfull.  ::rock

Mac
Title: Re: WME 1.7.1 (Feb 11 2007)
Post by: MikeHart on February 16, 2007, 12:11:49 PM
Thank you very much for developing and maintaining WME further. You do a great job!  ::thumbup ::thumbup ::thumbup
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: Mnemonic on March 11, 2007, 05:42:09 PM
WME 1.7.2 is out. See the first post of this thread for more details. ::beer
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: Mac on March 11, 2007, 06:00:38 PM
Thank you very much for the new version.  ;D The music crossfade problem is not fixed yet?

Mac
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: Mnemonic on March 11, 2007, 06:02:39 PM
Oh it is. I forgot to mention it in the version history.
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: Mac on March 11, 2007, 06:04:06 PM
Very cool thing.  ::rock
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: Nihil on March 12, 2007, 01:01:49 AM
The SciTE-Integration is very cool, thanks for the update!
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: metamorphium on March 12, 2007, 01:28:58 AM
Thanks!! This is an extremely useful update for me.  ::beer ::beer  ::beer
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: fireside on March 12, 2007, 05:42:43 AM
Cool stuff added. ;D
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: leucome on March 13, 2007, 12:08:47 AM
Thanks good update.

I tried this Scene.AmbientLightColor=(40,40,40); (and other variations)   and i alway get a syntax error. 
The question is how to use AmbientLightColor with script ? ...
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: leucome on March 13, 2007, 12:23:36 AM
I got the ambient value with a Game.Msg and it something like this 14145496  for the (40,40,40)
after i tried Scene.AmbientLightColor=(111111111);  and i get a light purple ambiance ...
Maybe it will be easier to use a RGB value
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: Mnemonic on March 13, 2007, 08:25:21 AM
It sure is easier :) Use the MakeRGBA() global function.
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: adonf on March 13, 2007, 12:43:58 PM
Quote from: Mnemonic
It's now possible to set ambient light color in SceneEdit (only affects 3D characters). It can also be changed programmatically using the Scene.AmbientLightColor property.

awesome !
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: noxis on March 14, 2007, 08:38:40 AM
What makes this is so much easier to use is your integration of SciTe, big thumbs up from  ::thumbup
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: joaomesq on April 07, 2007, 01:32:51 PM
Anyone as a clue how can I make a donation without having to create an account at Paypal?
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: Mnemonic on April 07, 2007, 04:06:39 PM
You don't need a paypal account, but you'd need a credit card (PayPal allows you to pay directly via cc without opening an account). Other than that, I don't think there are other options. odnorf suggested pigeons, but somehow I don't think that would work.
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: joaomesq on April 07, 2007, 05:43:59 PM
Tried with a credit card but the dudes ask for a password... well I'll keep trying...

Tried with with pigeons once, but the bastard had an old travel map. I paid for a trip to London but the last time we talked he was heading to New Zealand... Go figure!
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: adonf on April 10, 2007, 09:51:50 AM
i think that papay's "pay with a credit card" option actually forces the buyer to open an account.

paypal is evil anyway

Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: zorro2 on April 17, 2007, 03:52:06 AM
Well, well, well, Mr. Mnemonic. I see you finally did what I suggested all along, 4 years ago, I think? So, what happened if I may ask? You joined KSC or just realized it won’t bring any real profit whatever you do?

Anyway, let me express my respect for such a wise decision. And, of course, for not abandoning the project. That’s provided the dropping of license fees isn’t the first step to abandoning it.
Title: Re: WME 1.7.2 (Mar 11 2007)
Post by: Mnemonic on April 17, 2007, 06:53:41 AM
No it's not. Thank you for your "concern".
Title: Re: WME 1.7.3 (Jun 2 2007)
Post by: Mnemonic on June 02, 2007, 05:50:01 PM
WME 1.7.3 is out. See the first post of this thread for more details. ::beer
It's mostly a maintenance release, fixing several bugs.
Title: Re: WME 1.7.3 (Jun 2 2007)
Post by: Maxim on June 03, 2007, 11:30:43 AM
 ::thumbup

Thank you, Mnemonic!!! You're doing a GREAT JOB!

From Ukraine With Love ;)
Title: Re: WME 1.7.3 (Jun 2 2007)
Post by: adonf on June 27, 2007, 03:07:42 PM
Quote from: Mnemonic
Game.ChangingScene - specifies whether a scene change is currently in progress.

I just saw this. Could you please explain how it works ? I always assumed that scripts were suspended during scene changes and that the old scene and its entities' scripts were killed when the new scene is loaded but apparently I was wrong...

Does this mean we can put some code in an entity's script after a call to Game.ChangeScene() and expect to see it run ? Under what conditions ?

Actually we did some tests and put a line like this
Code: [Select]
while (true) { Game.Msg("still running"); Sleep(1);}after a ChangeScene and it did print "still running" a few times but I don't understand what makes it stop. timers ? Garbage collection ?

Thanks.
Title: Re: WME 1.7.3 (Jun 2 2007)
Post by: Mnemonic on June 27, 2007, 03:32:12 PM
ChangeScene() doesn't change the scene immediately, it schedules the change. The change happens in next frame, that is, after all the currently executing scripts finished or executed some blocking command (Sleep, GoTo, Talk...).
So, your code:

Game.ChangeScene("blah");
while (true) { Game.Msg("still running"); Sleep(1);}

should write exactly one message, because the Sleep() will suspend the script, the engine regains control and changes the scene.


EDIT: Actually, it depends on where is the above code executed from. If it's executed from a script of some scene object, there will be only one message, because the script will get destroyed together with the scene. If it was execuded e.g. from actor's script, it will keep writing messages even after the scene change.
Title: Re: WME 1.7.3 (Jun 2 2007)
Post by: adonf on June 27, 2007, 03:40:36 PM
Well... not exactly! I just figured out that ChangeScene takes two default parameters FadeIn and FadeOut that are true by default, so this piece of code will print out a few lines depending on the computer's speed. If we change it to

Game.ChangeScene("blah", false, false);

then it works as you say, ie. exactly one line is printed before the script yields.

We were doing a bit or processing after the ChangeScene (hiding the actor, etc.) but I guess that it's a bad idea since the time we have to do it depends on the processor speed.

Once again, thanks for the quick answer.
Title: Re: WME 1.7.3 (Jun 2 2007)
Post by: Mnemonic on June 27, 2007, 03:56:02 PM
Right, I forgot about the fading. I stand corrected.