Wintermute Engine Forum
General Category => General Discussion => Topic started by: Mnemonic on April 25, 2004, 08:42:58 PM
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Good news everyone,
here's another major WME update.
WME update: http://www.dead-code.org/download/wme_build_043.exe (3.9MB)
Updated documentation: http://www.dead-code.org/download/wme.chm (2.8MB)
Enjoy! ;)
(Note 1: you must have the WME DevKit installed prior to installing this patch)
(Note 2: saved games are incompatible with previous releases)
Version 1.2, build 043 (April 25, 2004)
- The Game.PlayMusic() now has an optional parameter specifying the start point for music looping.
- New Game.GetMusic() method which returns the filename of currently playing music.
- New Actor.IsWalking() method.
- Dynamic object creation. Game, Scene and Window objects now allow dynamic creation of entities, inventory items and controls.
- New AlphaColor attribute for Windows. You can set color and transparency for the entire window and its content.
- Scriptable sprites. Sprites now can have a script attached, controlling sprite, frame and sub-frame attributes and animation flow at runtime.
- Multi-channel music. WME now supports up to five music channels, including cross-fading between two playing channels.
- Animated fonts. Font image is no longer limited to a static bitmap, now it also accepts sprites.
- The inventory items are now fully scriptable objects, they can even talk (yes! you can now create a talking frog in the inventory ;)
- The inventory items now can display an amount.
- New Game.PrevSceneFilename attribute.
- Actors and entities now can have their own private inventories.
- New Game.DeleteItem() method, which removes an inventory item from the game permanently.
- New Scene.IsScolling() method.
- Save/load progress indicator (configurable in ProjectMan)
- Regions are now receiving ActorEntry and ActorLeave events.
- New Game.Reset() method which clears global variables, scene and response states and inventories.
- New Window.PauseMusic attribute which specifies if a system exclusive window pauses music playback.
- New Game.OpenDocument() method which opens a document file in an associated Windows program.
- New Game.WindowedMode attribute.
- New Game.GetResponsesWindow() method.
- You can now define a "walk to" point for scene objects in SceneEdit. This point works in conjunction with the new Actor.GoToObject() method.
- SceneEdit now automatically generates scripts for newly added scene objects.
- Scene states now include last sprites, cursors and alpha color of scene objects between two scene visits.
- New Game.SystemFadeOut() and Game.SystemFadeIn() methods, working even in system exclusive mode.
- Some other new attributes, methods and lots of minor changes, see the documentation for further details.
- Updated documentation.
- Updated WME demo.
- BUGFIX: Compiling multiple packages sometimes didn't work correctly.
- BUGFIX: Scaled actors didn't correctly adjust vertical speed according to scene scaling.
- BUGFIX: Paused sounds are now correctly restored when the game leaves system exclusive mode.
- BUGFIX: The FadeOut method starts from a current fade value, not from zero.
- BUGFIX: Crash bug in iconic responses.
EDIT: Uploaded a new build with some minor bugfixes.
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Mnemonic, as always, you did a GREAT job!!!
I notice you've used a new icon for the installation package. It's like a moon ???
The documentation now covers almost every aspect of WME (btw: thanks for the font tutorial mention ;) )
Finally I played around with the new demo and I really like the music :D it's cool!
Note: I see you've include the alternative non-freezable fader :o
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Hooray! Downloading right away :) It will take some time tough. Can't wait to try the new features and see the new WME demo!
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Thanks a lot! Good work :). I'll try it as soon as I manage to find the time. Can't wait!
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This update rocks so much!
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WME demo: the flashing sign doesn't affect Molly as it should when the light is off
WME demo: the fan sound doesn't pause when opening the Main Menu window
ProjectMan doesn't open a project when you doubleclick it in the Windows Explorer (and it crashes when quitting afterwards)
Yep I've noticed the same glitches. But they're minor bugs indeed.
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I have uploaded a fixed version.
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I'm glad to report that everything I asked for regarding the responses window and the iconic responses, everything is now fully functional in my test using the new build 043. The iconic responses bar now slides up from the bottom of the screen, the cursor changes to the interactive cursor whenever it is on top of any of the iconic responses and also I have a label at the top of the screen now displaying the caption of the iconic responses entered using the Game.AddResponse() method. Everything works flawlessly! Great work! :)
One small thing, I think there is an error in the name of the method you exposed for getting the reference to the responses window. The new method Game.GetResponsesWindow() does not work. The method Game.GetResponseWindow() (without the plural "s" in Response), however, does work. If you're gonna fix this, I think the final name should be as you stated in the documentation (with the "s"), and not as it is currently exposed.
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Oops :-[ I'll add the right name in the next release, so that both of them work (for backward compatibility).
btw Daniel, did you notice you can now add hover and pressed images for the response icons? :)
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btw Daniel, did you notice you can now add hover and pressed images for the response icons? :)
No, as a matter of fact, I usually become aware of new features by reading the version history (or the "what's new") but it wasn't mentioned over there. I ran to the new documentation, however, as soon as I read your post and there it was! Haven't tested it yet but it seems great. Small touches like these are what's making a professional engine even more professional. Great! :)
I'll add the right name in the next release, so that both of them work (for backward compatibility).
Keeping backward compatibility with an undocumented bug seems kind of excessive to me. I mean, since the currently working method is not documented, no one will be using it. In fact, as you said yourself, I seem to be the only one working with this kind of responses window manipulation. All that everyone should know is that the documented method doesn't work because of a known bug that will be fixed in the next release. That's it. Why clutter your code with that? But, of course, it's only my opinion. It's your code and your decision after all.
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Keeping backward compatibility with an undocumented bug seems kind of excessive to me. I mean, since the currently working method is not documented, no one will be using it. In fact, as you said yourself, I seem to be the only one working with this kind of responses window manipulation. All that everyone should know is that the documented method doesn't work because of a known bug that will be fixed in the next release. That's it. Why clutter your code with that? But, of course, it's only my opinion. It's your code and your decision after all.
Hehe, yes, you're right, of course :) I just hate to break anyone's code because of *my* mistakes. In these cases I usually mark such method as obsolete (it will write a warning to the log if you use it) and I can remove it later.
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CONGRATULATIONS! that upddates are great; specialy the New Game.PrevSceneFilename attribute.
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BTW: how does it works???
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It's easy to reply to this tread.
Thanks!
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Thanks! Just one thing: that Documentation file seems to be corrupt.
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Thanks! Just one thing: that Documentation file seems to be corrupt.
Hmm, I tried to download it now and it seems to be ok. Are you sure you've downloaded a whole file? It should be exactly 2894871 bytes long.
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Yes it indeed seems to be so, that Mozilla downloads the file as corrupted. IE6 doesn't seem to do that. I was just too hasty - AGAIN!
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Nice features. WME just got better :D The music looping works like crazy, our musician is overjoyed.
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Cool 8)
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Nice features. WME just got better :D The music looping works like crazy, our musician is overjoyed.
Yeah, it's my favorite feature actually, I'm even more happy since it was my wish.
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I must admit...
...I...
...actually like the new Scene Editors and such. *hides*
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I must admit...
...I...
...actually like the new Scene Editors and such. *hides*
Unbelievable! You must be getting old or something ;)
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something weird...
Whenever I launch the brand-new WM, my speaker volume goes up.
(winamp is started(not at full volume), and neither my 'wave' or 'principal' volume panels are changing).
this is not really a bug, but you might look into that ???
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Yes, it's not a bug, it's a feature. WME remembers the global volume and restores it at startup. Unfortunately the global volume affects all other applications as well...
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Hey! this game looks GREAT! When will be complete? Will be comercial or downloable?
The effect of the snow is FANTASTIC!!
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Hey! this game looks GREAT! When will be complete? Will be comercial or downloable?
The effect of the snow is FANTASTIC!!
Errr, did you miss the right thread? ;) If you mean Five magical amulets, it will be released as freeware.
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Hey! this game looks GREAT! When will be complete? Will be comercial or downloable?
The effect of the snow is FANTASTIC!!
Errr, did you miss the right thread? ;) If you mean Five magical amulets, it will be released as freeware.
If you mean 5MA, the snow script is freeware as well. ;) (I should make it credits-ware... :) !)
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Just checked the new docs. Very good job mnemonic. Thanks again.
PS. The new Greek string tables files are available again at the usual place (check wme site).
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Great, thanks again, odnorf :)
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It wasn't my intention to post this here... but I can't seem to send a PM to you Mnemonic... ???
Anyway, due to reorganizing of my webspace I have changed the link to the greek translation to
master.math.upatras.gr/~odnorf/files/wme_greek.zip
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It wasn't my intention to post this here... but I can't seem to send a PM to you Mnemonic...
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Does that mean that I've to change the URL for the files you're kindly hosting for me? It's just adding "/files/", doesn't it?
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Does that mean that I've to change the URL for the files you're kindly hosting for me? It's just adding "/files/", doesn't it?
Nope... your files haven't changed. I liked the "mccoy" directory, and anyway it explains things better. ;)