Hello wintermuties,
here is a late Christmas present for you, WME 1.3.2. This update implements some of your suggestions, makes it easier for players to change their settings, expands scripting capabilities and also fixes some bugs found in the previous version.
Enjoy
WME update:
http://www.dead-code.org/download/wme_update_132.exe (5MB)
Updated documentation:
http://www.dead-code.org/download/wme.chm (2.9MB)
(Note 1: you must have the WME DevKit installed prior to installing this patch)
(Note 2: saved games are incompatible with previous releases)
Wintermute Engine 1.3.2 (December 27, 2004)- The startup settings window is now always displayed, until the player checks "don't show this window again"
- settings.exe file is now copied to the output directory; it allows players to re-enable the settings window
- WME now displays user-friendly error messages if the target computer doesn't meet game requirements (outdated DirectX version or a missing 3D accelerator)
- SceneEdit allows to manually override camera field-of-view for scenes with 3D geometry (necessary for Cinema 4D generated 3ds files)
- new methods for direct keyboard control for 3D characters; see the 3D actor scripting reference for details, also the 3D characters demo has been updated to demonstrate keyboard control
- string-table items can now reference other string-table entries; it's useful if you need multiple entries to reference the same text
- the name for the savegame directory can now be configured in ProjectMan
- if the savegame directory isn't writable WME automatically switches to player's "Documents and settings" directory
- scripts with infinite loops can now also receive events; you no longer need to divide them in two scripts
- new File and Directory scripting objects allowing scripts to work with files and directories (see the docs for details)
- new MemBuffer scripting object allowing scripts to pass complex structures to and from DLL plugins
- game objects no-longer receive the MouseEntry and MouseLeave events when the game is in non-interactive mode (this behavior can be overridden using the NonIntMouseEvents attribute
- new Game.Accelerated attribute which allows scripts to determine if the game takes advantage of 3D acceleration
- new Game.LoadResponseBox() and Game.LoadInventoryBox() methods which allow you to change response/inventory box design at runtime
- entities stored in entity containers can be scaled
- new Game.DisplayLoadingIcon() method to display a "work-in-progress" icon while some long-time operation is in progress
- new Game.ClearScriptCache() method useful when you generate scripts at runtime
- new String.Split() method for working with lists
- BUGFIX: characters should no longer get stuck in place while walking
- BUGFIX: SceneEdit no longer crashes when you select a 3ds file without any cameras
- several other bugs introduced in 1.3 were fixed
Wintermute Engine 1.3 (November 30, 2004)- experimental support for real-time 3D characters; this new functionality is too complex to be described here so please take a look at the "3D characters support" chapter in the documentation; if you have any comments or suggestions, post them here
- new technology demo demonstrating the 3D characters; you can download the compiled demo here (3.6MB), sources are part of the WME distribution package
- new Game.SetWaitCursor() method and other methods for querying and setting the non-interactive cursor
- new GetImage() family of methods for GUI controls
- the tools no longer change global volume at startup
- several bugfixes