after several beta versions, WME 1.8.10 with wide screen support is here. Enjoy
EDIT: And now WME 1.8.11 is out, with some bugfixes.
WME 1.8.11 installer download (16MB)
(Note: Saved games are compatible with WME 1.7.2 and later)Version 1.8.11 (September 4, 2009) - maintenance release
Version 1.8.10 (February 14th, 2009)
- New method window.CreateEntityContainer().
- Method entity.PlayTheora() now allows you to specify starting time for video playback.
- FIX: Hidden geometry misplaced in scenes with parallax scrolling.
- FIX: Wrong mouse position when using Game.MouseX / Game.MouseY / Game.LockMouseRect() together with aspect ratio correction.
- FIX: WindowEdit not storing the FadeColor property.
- FIX: Calling Game.EndDlgBranch() when there was no active dialogue branch crashed the engine.
- FIX: Aligning static control content to the bottom edge didn't work.
- FIX: Minor bug in String Table Manager.
Version 1.8.6 (April 6th, 2008)
- Support for maintaining optimal aspect ratio when running normal resolution game on a widescreen monitor and vice versa. See the "Wide screen support" chapter in documentation for more details.
- WME now uses nearest higher resolution for full-screen if the originally requested resolution isn't available.
- New "Use desktop resolution" setting in ProjectMan, which allows players to run the game in monitor's native resolution.
- New script property actor3D.AmbientLightColor for overriding ambient lighting for individual actors.
- New script property Game.SaveDirectory for querying the directory where saved games are stored.
- Updated Theora video library to version 1.0.
- FIX: Rare crash in pathfinding for 3D actors.
- FIX: 3D actors sometimes briefly displaying wrong pose when transitioning between animations.
- FIX: 3D actors not resetting talking animation when talking on other channel than 0.
- FIX: DropToFloor property incorrectly affecting 3D actor attachments moving them to unexpected positions.
- FIX: Nested GUI windows displaying in wrong position if their parent window is moved.
Version 1.8.5 (March 16th, 2008)
- 3D characters now can contain "private blocked regions" for simple
collision detection between actors (only works for scenes with 2D
- Added an option to include the D3DX library with compiled game (for
games using Direct3D 9).
- The crash reporter is now disabled if WME is being debugged (useful for
- The Game.PlayVideo() method is now marked as deprecated in favour of
- FIX: The editor control now works in UTF8 mode and with right-to-left
- FIX: Sprite.Reset() method now also stops all sounds being played by the
- FIX: Playing Theora video inside a GUI window (using an embedded entity)
resulted in misplaced video.
- FIX: Some minor bugfixes.
Version 1.8.3 (February 9th, 2008) - yet another maintenance release
- New scripting methods (see the documentation for more details):
actor3d.GetBonePosition3D() - for querying 2D and 3D position
of a specified bone.
- actor3d.CreateParticleEmitterBone() - for creating
particle emitter connected to a specified bone.
- actor3d.SetTheoraTexture() - for assigning a Theora
video as a texture.
actor3d.RemoveIgnoredLight() - for specifying lights that
should/shouldn't affect the 3D actor.
- The CreateParticleEmitter() method of actors and
entities now allows you to specify that the particle emitter will follow its
- SpriteEdit now allows you to enable vertical/horizontal mirroring of
- SpriteEdit now provides an option to keep streamed animations in memory
after they stream in.
- In WindowEdit you can no longer select hidden controls with mouse in the
- WindowEdit now allows you to set the "Caption" property for editors.
- The "compatibility mode" (aka DirectDraw mode) has been dropped. WME
games now require 3D accelerated video card.
- New PAINT_WHOLE_CELL property is now available in bitmap font
definitions to allow proper character overlapping. The SPACE_WIDTH property
is now documented.
- FIX: Particle emitters assigned to 3D actors didn't always work.
- FIX: Crash on terminating script with child threads still running.
- FIX: Images used instead of sprites were needlessly loaded twice from
Version 1.8.2 (January 13th, 2008) - maintenance release
- Updated libVorbis to the latest version.
- FIX: Response boxes sometime briefly displaying text using system font.
- FIX: Yet another attempt to fix the actor skipping when using certain
combinations of GoTo and TurnTo methods.
- FIX: Added a missing "Caption" property to buttons in WindowEdit.
- FIX: Removed forgotten debug log messages in ProjectMan.
Version 1.8.1 (November 4th, 2007) - maintenance release
- New Scene.ScrollToAsync() method omitted in previous
- New Game.AutorunDisabled property to enable/disable
Windows CD AutoRun feature while the game is running.
- FIX: Random crashes when using custom fonts for dialogue responses.
- FIX: actor3D.GoTo() method causing actor jumping to a target position
under certain conditions.
- FIX: The editor control no longer "eats" key presses it cannot handle
(such as function keys).
WME 1.8 (September 23rd, 2007)
- WME compiler now recognizes the #region and #endregion directives for
better visual script organization. WME Integrator can now add support for
these directives (users of UltraEdit/UEStudio please re-generate integration
- FIX: WindowEdit was not saving scripts attached to entity containers.
- FIX: Display driver crash in ProjectMan when rapidly changing scene
- FIX: 3D actors sometimes getting stuck in the corner when 2D pathfinding
- FIX: Engine crash when the user used = instead of == for comparison.
- FIX: Engine crash when changing scene while GetResponse() was active.
- FIX: Occasional crash in 3D scenes while changing to another scene.
- FIX: Inventory item cursors not animating when "combined cursor" is
- FIX: Wrong paths generated by SceneEdit immediately after adding a new
package to the project.
- WME is now available in two versions, Direct3D 8 and Direct3D 9. You can
select which version of the runtime should be used in project settings in ProjectMan.
- New option "Hardware T&L" in ProjectMan to enable hardware accelerated
transform and lighting for 3D models.
- New WindowEdit tool for editing windows, inventory boxes and response
- Windows Vista integration support. WME games can now be
integrated in Vista's Game Explorer. The changes are too numerous to be
listed here. Please see the "Windows Vista support" chapter in the
documentation for a detailed description.
- Changes to animation handling for 3D characters:
- The StopAnim() method now accepts an optional transition time.
- There is a new actor3D.AnimStopTransitionTime
property for specifying the time it takes to transition back to default
pose once animation ends.
- Non-looping animations played using the PlayAnimChannel() method no
longer get stuck at final frame.
- New WME crash reporting library which can upload crash details to a
database or send it by email. Please upload crash reports so that common
crash causes can be analyzed and fixed.
- Optimized rendering speed of tiled images, bitmap fonts and particles.
- New format for 2D actors definition file. It allows you to define any
number of named animation sets. The animation sets can be then switched at
runtime using the new actor.IdleAnimName, actor.WalkAnimName,
actor.TalkAnimName, actor.TurnLeftAnimName and
properties. Additionally you can load new animation sets at runtime using
the actor.MergeAnims() method and unload them using the
actor.UnloadAnim() method. The actor.PlayAnim() method now
accepts either a script filename or an animation set name. Basically all
this is an effort to make 2D actors handling more flexible and more similar
to the 3D actors model.
- Direct keyboard movement for 3D characters now also works for scenes
with 2D blocked regions.
- New "Require sound" option in ProjectMan. If enabled the game will not
run without a sound card (can be used for games which heavily rely on sound
- String tables now accept space as a separator, not only tabs.
- WME Integrator now also supports UEStudio.
- The numpad + and - keys in SceneEdit now also work for adding waypoints,
not only region vertices.
- Changed the way method calls are terminated (see
this forum thread for a detailed description). Since this is a
potentially breaking change, it's possible to restore the previous behavior
using the "Compatibility" property in ProjectMan.
- New debugging options in ProjectMan. You can now specify that you
want to include the crash reporting library with the compiled games and that
you want the FPS display / debug mode to be enabled for the compiled games.
It's useful for building alpha/beta versions of the game.
- New "copy as is" file filter in ProjectMan, which specifies that certain
file types aren't included in game packages, but rather copied to the output
directory. Useful for TrueType fonts and AVI videos.
- ProjectMan now displays short help for all the project options.
- New property Game.MaxActiveLights which returns the
maximum number of lights supported by video card.
- New property Game.HardwareTL to check whether the game
is using hardware transform and lighting.
- New property Game.StartupScene and a corresponding
setting in ProjectMan. The standard template now takes advantage of this
property instead of hardcoding the filename of the scene.
- New Scene event SceneShutdown which is triggered just
before the scene is about to be changed.
- New method Scene.GetLightColor() for querying the color
of a 3D light.
- New Game.GetFileChecksum() method for calculating a
checksum (CRC32) of a specified file (useful for copy protection schemes).
- New scene methods and properties for querying lights and 3D nodes:
- New method for storing the saved game thumbnail (i.e. you can now
specify the exact moment when to take the screenshot if you need to, instead
of letting the engine do it automatically) - Game.StoreSaveThumbnail().
Similarly, the Game.DeleteSaveThumbnail() can be used to
release the stored thumbnail.
- New 3D actor methods for checking if an animation is playing: actor3D.IsAnimPlaying(),
- New 3D actor methods for specifying animation transition time for
various animation pairs: actor3D.SetAnimTransitionTime(),
- New 3D actor property for specifying which channel to use for talking
- New global functions for working with the HSL color model (Hue,
Saturation, Luminance): MakeHSL(), GetHValue(),
GetSValue(), GetLValue() (requested for
easier changing of light intensity).
- The video subtitle files (.sub) can now use the "localizable" form of
text ("/string_id/actual text") which means you can localize video subtitles
using the string table, just like any other in-game text.
- The Game.PlayVideo() and Game.PlayTheora() methods now allow you to
explicitly specify a video subtitles file.
- ProjectMan now provides two actions for files: Open and Edit.
Double-click defaults to "Open". These actions use the Windows Explorer file
- ProjectMan now allows you to compile a single package, so that you don't
need to recompile the entire project after making minor changes. Right-click
a package in ProjectMan and choose the "Compile this package" command.
- FIX: Custom scene properties were not reset on scene transitions.
- FIX: Compiled game packages were sometimes referencing more files than
how many they actually contained.
- FIX: The check-boxes in the settings dialog no longer disappear when
pressing the Alt key in XP/Vista.
- FIX: When using multiple particle sprites the particle emitter was
always choosing only one of them.
- FIX: The engine no longer issues absolute path warnings when working
with personal saved games stored in "Documents and and Settings" folder.
- FIX: TrueType fonts are now only registered for WME, not for all
- FIX: Fixed many hard-to-replicate crash bugs reported by users using the
new crash reporting feature. Keep the reports coming!