Wintermute Engine Forum

Wintermute Engine => WME updates and announcements => Topic started by: Mnemonic on September 26, 2009, 03:26:33 PM

Title: Latest stable: WME 1.9.1 (January 1, 2010)
Post by: Mnemonic on September 26, 2009, 03:26:33 PM
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)

Version 1.9.0 beta (September 26, 2009)
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: Mnemonic on September 26, 2009, 03:27:07 PM
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.
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: odnorf on September 26, 2009, 04:15:17 PM
Congratulations  ::rock Shaders deserve lots of beers on slugs ::beer  ::slug
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: Weraustinne on September 26, 2009, 08:49:21 PM
Many thanks!   ::thumbup
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: MMR on September 26, 2009, 10:00:13 PM
Great to hear about this new release!!!

Downloading.... [======>       ]  ::rock
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: Jyujinkai on September 27, 2009, 12:08:19 AM
awesome work mnem!! gonna give this a play about soon...
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: Daniel on September 27, 2009, 07:59:17 AM
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!
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: metamorphium on September 27, 2009, 10:09:41 AM
Mnemonic, you're a machine. That's the totally unexpected twist. :) Thank you!  ::beer ::beer ::beer ::beer ::thumbup
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: cremen on September 27, 2009, 03:10:04 PM
Many BIG thanks for this release!!!
(http://pinktown.ru/public/shading.png)
(black background from ProjectMan... no color choice)

WME ::rock

Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: mylesblasonato on September 28, 2009, 10:16:40 AM
This is absolutely great news!
Once again Mnemonic delivers the goods :D

Cheers Mnemonic ::beer
Myles Blasonato.
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: lacosaweb on September 28, 2009, 04:21:05 PM
Thanks a lot!!! Great news!!! ::rock
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: eborr on September 29, 2009, 06:17:44 PM
any chance I can just see the documentation without downloading the code ?
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: odnorf on September 29, 2009, 10:00:27 PM
Check WME documentation online (http://docs.dead-code.org/).
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: FogGobbler on September 30, 2009, 06:02:58 AM
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
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: Mnemonic on October 01, 2009, 08:59:33 AM
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.
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: FogGobbler on October 02, 2009, 01:54:13 PM
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
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: SoundGuy on October 02, 2009, 03:13:58 PM
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)
Code: [Select]
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). 
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: Mnemonic on October 03, 2009, 05:15:19 PM
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.
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: Mnemonic on October 03, 2009, 05:20:43 PM
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.
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: Mnemonic on October 03, 2009, 05:21:57 PM
btw, I posted a simple shader preview application (http://forum.dead-code.org/index.php?topic=3881.0) (the one I mentioned above).
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: FogGobbler on October 13, 2009, 04:50:25 PM
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
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: SoundGuy on November 30, 2009, 03:44:24 PM
been almost 3 months, when is 1.9.0 goign from beta to release (or when is 1.9.1 goign to be available?)
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: Mnemonic on November 30, 2009, 05:04:26 PM
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.
Title: Re: Latest beta: WME 1.9.0 beta (September 26, 2009)
Post by: SoundGuy on November 30, 2009, 05:15:17 PM
right. 2 months ;)
and if no major bugs then cool!
waiting to use it full time.
Title: Re: Latest stable: WME 1.9.1 (January 1, 2009)
Post by: Mnemonic on January 01, 2010, 10:38:15 AM
WME 1.9.1 has been released. See the first post for details and download link.
Happy new year, everyone!
Title: Re: Latest stable: WME 1.9.1 (January 1, 2009)
Post by: SoundGuy on January 01, 2010, 03:17:15 PM
Happy New Year Mnemonic and all muties!
Title: Re: Latest stable: WME 1.9.1 (January 1, 2010)
Post by: Xenogia on January 01, 2010, 11:51:20 PM
Happy new year and thanks for the wonderful update :)
Title: Re: Latest stable: WME 1.9.1 (January 1, 2010)
Post by: molier on January 02, 2010, 08:12:51 AM
C Новым 2010 годом ! В?ем здоровья, ?дачи и ??пехов в работе. Удачи в о?воении WME и п??кай Ва?и проекты ?видят в?е в 2010 год?.
Title: Re: Latest stable: WME 1.9.1 (January 1, 2010)
Post by: Andrej (Blue Arc) on August 29, 2010, 12:36:59 AM
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.  :)
Title: Re: Latest stable: WME 1.9.1 (January 1, 2010)
Post by: odnorf on August 29, 2010, 10:06:02 AM
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.
Title: Re: Latest stable: WME 1.9.1 (January 1, 2010)
Post by: Andrej (Blue Arc) on August 29, 2010, 10:47:12 AM
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 :)
Title: Re: Latest stable: WME 1.9.1 (January 1, 2010)
Post by: odnorf on August 29, 2010, 05:27:25 PM
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.
Title: Re: Latest stable: WME 1.9.1 (January 1, 2010)
Post by: Andrej (Blue Arc) on August 29, 2010, 05:33:48 PM
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 :)
Title: Re: Latest stable: WME 1.9.1 (January 1, 2010)
Post by: coderMan on September 29, 2011, 10:52:00 AM
Well, I Think It Will Be Ancor Better.