Wintermute Engine Forum
General Category => General Discussion => Topic started by: Mnemonic on September 23, 2007, 05:53:21 PM
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Hi muties,
after several beta versions, WME 1.8.10 with wide screen support is here. Enjoy ::beer
EDIT: And now WME 1.8.11 is out, with some bugfixes.
WME 1.8.11 installer download (16MB) (http://www.dead-code.org/download/download_wme.php)
(Note: Saved games are compatible with WME 1.7.2 and later)
Version 1.8.11 (September 4, 2009) - maintenance release
- 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 1.8.10 (February 14th, 2009)
- 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 1.8.6 (April 6th, 2008)
- 3D characters now can contain "private blocked regions" for simple
collision detection between actors (only works for scenes with 2D
parthfinding enabled).
- 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
plugin developers).
- The Game.PlayVideo() method is now marked as deprecated in favour of
Game.PlayTheora().
- FIX: The editor control now works in UTF8 mode and with right-to-left
languages.
- FIX: Sprite.Reset() method now also stops all sounds being played by the
sprite.
- FIX: Playing Theora video inside a GUI window (using an embedded entity)
resulted in misplaced video.
- FIX: Some minor bugfixes.
Version 1.8.5 (March 16th, 2008)
- New scripting methods (see the documentation for more details):
- actor3d.GetBonePosition2D(),
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.AddIgnoredLight(),
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
owner around.
- SpriteEdit now allows you to enable vertical/horizontal mirroring of
animation frames.
- 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
preview pane.
- 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
disk.
Version 1.8.3 (February 9th, 2008) - yet another 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 1.8.2 (January 13th, 2008) - maintenance release
- New Scene.ScrollToAsync() method omitted in previous
releases.
- 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).
Version 1.8.1 (November 4th, 2007) - maintenance release
- 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
files).
- FIX: WindowEdit was not saving scripts attached to entity containers.
- FIX: Display driver crash in ProjectMan when rapidly changing scene
previews.
- FIX: 3D actors sometimes getting stuck in the corner when 2D pathfinding
was enabled.
- 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
enabled.
- FIX: Wrong paths generated by SceneEdit immediately after adding a new
package to the project.
WME 1.8 (September 23rd, 2007)
- 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
boxes.
- 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
actor.TurnRightAnimName
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
design).
- 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:
Scene.NumLights, Scene.GetLightName(),
Scene.IsLightEnabled(), Scene.IsNode3DEnabled().
- 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(),
actor3D.IsAnimChannelPlaying().
- New 3D actor methods for specifying animation transition time for
various animation pairs: actor3D.SetAnimTransitionTime(),
actor3D.GetAnimTransitionTime().
- New 3D actor property for specifying which channel to use for talking
animations: actor3D.TalkAnimChannel.
- 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
associations.
- 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
applications (Win2000/XP/Vista).
- FIX: Fixed many hard-to-replicate crash bugs reported by users using the
new crash reporting feature. Keep the reports coming!
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Woohoo. I been waiting for this one. Great work. ::rock ::beer
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big thanks Mr Mnemonic !!
i love this engine and admire your work for it !!
keep on rocking ! O0 ::rock O0
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big thanks Mr Mnemonic !!
i love this engine and admire your work for it !!
I couldn't have said this better!
Thanks Mnemonic for your great work and for this great feature-packed release. ::beer
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Thank you very much Mr. Mnemonic. The "Compile this package" command rocks! ::rock
It was really hard to always had to compile the whole project if there was just a small change of code (which takes some minutes in the current development status of the game).
Mac
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Simply amazing. Thanks!!! ::beer ::beer ::beer
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Great! Thanks a lot for the theora subtitle handling!
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Very very cool man! Download is running...
::beer
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WME has been updated to version 1.8.1 (maintenance release). See the first post of this thread for the list of fixes and a download link.
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Inventory item cursors not animating when "combined cursor" is enabled.
Thanks for fixing this! Great work as usual ::thumbup
Oli
EDIT: Hey, this is my 100st post ::beer
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A BIG thanks for the #region's!
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great stuff Mnemonic...i owe ya a case of beer.. but seriously dude.. you gotta get outside a bit your looking pale.
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That's my natural color. And no, I'm not going into that snow storm out there ;D
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Hello folks, I released a small maintenance update, WME 1.8.2.
The more radical changes some of you are waiting for are yet to come ;)
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Thanks for the update, Mnemonic.
Great job, as usual! ::rock
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I uploaded refreshed installers today. The original ones contained broken WindowEdit. If you downloaded 1.8.2 before, please download and install the update package.
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Teşekkürler, / Thanks I'm From Turkey :D
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And yet small another maintenance update. The 1.8.2 release turned out to be somehow flawed, here comes WME 1.8.3. Sorry for the inconvenience.
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Hail to the King !!!
thanks for your ongoing work on this great engine !!
O0 ::rock O0
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Absolutely WMs,
At this point I would also like to thank you Mnemonic *great bow*. Very impressive what makes her everything ::thumbup
thankfully greets,
Pixelschmied
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Thanks a lot!!!
Good work! ::rock
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Mnemonic: Thanks for the update. Am I dumb or there is not yet the "Caption" in the window editor's string grid?
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You're not dumb, it's not there.
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WME 1.8.5 is now available. See the first post of this thread for more details and a download link.
(if you are wondering where's 1.8.4, it was an internal release never made public)
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as i said in chat before . for me this update is super valuable !! the sprite mirroring and the addremovedlight function add many possibilities to enrich my scenes !
ver glad these functions made it into wme !
big rocking thanks
stucki
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Thank you for your working. ::rock I have played two games using WME. ::beer<Ghost in the Sheet>&<The Lost Crown>. Adding more 3D will be better.I like it very much!
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Sunrise is WME too. So Blonde was, until they switched to Ogre ;-(
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Interesting thing: save and load menu of "So Blonde" is identical with the menu in wme demo game! :o
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Interesting thing: save and load menu of "So Blonde" is identical with the menu in wme demo game! :o
I believe that even though they switched the engine, they were still using wme's creation tools (at least to some extent).
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Thanks for the mirror sprites I needed it!!! Thanks a lot for all!!!
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I believe that even though they switched the engine, they were still using wme's creation tools (at least to some extent).
So ... they did an ogre version of the WME runtime?
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From what I've heard from others they did something like that to be semi compatible with wme structure so they won't have to redo everything and rewrite tools (of course it could be wrong but rumors are still out there hunting us).
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Hmm. The most interesting question is wether they "borrowed" WME Script.
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Some of the Germans will need to dissect the game and tell us :) Anyway, we're offtopic.
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hmm ... I somehow feel addressed now ... twice ... *shutting up*
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I wasn't addressing you specifically, I was just referring to the fact the game has only been released in Germany so far.
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Hmm. The most interesting question is wether they "borrowed" WME Script.
Ok, taking a brief look at So Blonde demo, it seems to be that case. It includes familiar looking .scene, .sprite, .window and even .script files.
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They did'nt package that in any way?!? not even archives?!
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The package is in their own format. But what's inside definitely looks like wme structure, scripts and definition files. They even used wme tools as you can see lines like "Generated by SceneEdit". As a sidejoke, Mnemonic commented out the GoTo command for walking and the character stopped moving... so they are not forgotten files ;)
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So maybe Mnemonic should ask them for their experiences with the integration of ogre and wme, maybe helpful for 4.0 ...?
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WME 1.8.6 is out. Hopefully the last release in 1.8.x series :) Enjoy ::beer
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Added an option to include the D3DX library with compiled game (for games using Direct3D 9).
This will save a lot of headache!
Thanks for the great work Mnemonic!
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Yeah, however, it's a little iffy. To quote ProjectMan:
The "Project settings" window now contains a check-box titled "Include D3DX library (for games using Direct3D 9)". When enabled, ProjectMan will copy the Direct3D extension library (D3DX) to the output folder while compiling the game. That way the end users will not need to install the latest Direct3D 9 redistributable package (which turned out to be a major support issue). However, technically speaking, distributing this file with your game violates the DirectX EULA. Please choose whichever option you consider the lesser evil.
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WME 1.8.10 is released. See the first post of this thread for more info and a download link.
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Congratulations----- ::rock
I'm using Version 1.8.9 to build our game. It's 2D. Can I use the new version to continue or should I stick with1.8.6 for this go round? : )
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Congratulations----- ::rock
I'm using Version 1.8.6 to build our game. It's 2D. Can I use the new version to continue or should I stick with1.8.6 for this go round? : )
Why shouldn't you use the new version? it contains lots of bug fixes...
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thanks Mr Mnemonic !!
i like wme
thanks a lot ::thumbup
actor3D.AmbientLightColor very usefull
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I was using version 1.8.6. : ) I downloaded the new version--it went in like a charm and I have no problems continuing my build. This is just great. : )
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I have such a problem - game resolution is 1280x720. One user is using display, that can handle 1024x768 max, and in settings he can not choose full-screen (button disabled). This problem occurs in wme 1.8.9, is there any changes about it in wme 1.8.10?
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@Jinhar
It's not related to wme. That's normal behavior since your game's resolution is larger than monitor's resolution.
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@Jinhar
It's not related to wme. That's normal behavior since your game's resolution is larger than monitor's resolution.
So it relates to ...? I dont see any problem to run the game, which was developed in 1280 on smaller full-screen resolutions, considering that game runs in window mode in native resolution... But its impossible to play the game that bigger than desktop :)
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It relates to the fact that 1280 pixels don't fit in 1024 pixels. So you get no option to play it fullscreen. It's not wme related. If you use any other engine you'll get the same result.
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It relates to the fact that 1280 pixels don't fit in 1024 pixels. So you get no option to play it fullscreen. It's not wme related. If you use any other engine you'll get the same result.
Can u tell me the reason of it? I didnt know any reason for it (im not newbie and wme is not the only engine im using)!
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The reason simply is that WME does not scale. So if your game is 1280 and the screen only supports 1024 pixel, it won't work.
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The reason simply is that WME does not scale. So if your game is 1280 and the screen only supports 1024 pixel, it won't work.
Well, its not clear for me - why? Its a serious (but the only one) problem for me... How can i support old hardware and be able to deliver great quality for gamers? Game resolution of 1024 is not enough! And... the only solution (except modifying sources) is to make 2 versions of the game? :)
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Thanks for the actor3D.AmbientLightColor !!! I really needed that!
Again, thumbs up for your great work ::thumbup
::beer,
Oliver
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Well, its not clear for me - why?
Because it's done that way.
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The reason simply is that WME does not scale. So if your game is 1280 and the screen only supports 1024 pixel, it won't work.
Well, its not clear for me - why? Its a serious (but the only one) problem for me... How can i support old hardware and be able to deliver great quality for gamers? Game resolution of 1024 is not enough! And... the only solution (except modifying sources) is to make 2 versions of the game? :)
Correct. The only way is make 2 Versions of the Game. I hardly believe that there are many people who don't support 1280x800 ... If you want to support low hardware, make low resolution, its quite simple ;)
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thank for update at 1.8.0010 ::rock
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I apreciate with all my heart the developers who created Wintermute Engine. Keep up the good work. It`s THE BEST TOOL for point&click adventure. I am one of your loyal fan. ::wave
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Hello folks, a bugfix release WME 1.8.11 is out. See the first post of this thread for a list of changes and a download link.
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get back to wme2 (http://www.clipartof.com/images/emoticons/xsmall2/785_whipping.gif)
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Yeah! Don´t sleep, don´t go to work, don´t have any kind of sexual relationships ::slug, don´t eat or drink ::beer ...
---> get WME 2.0 done ;D
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If anyone downloaded the new version earlier today and they can't run WindowEdit anymore, please download and install THIS (http://dead-code.org/download/vcredist_x86.exe) Microsoft update.
I updated the WME installer in the meantime so everything should fine now (tnx Darky, FU Microsoft).
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Many thanks, Mnemonic.
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Thanks ;)
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Thanks, great blue 3d Mnemonic for never sleeping and for not forgetting about the 2.5d. ;)
Update installed in my project without any problem. :D
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wme2 is going to support 2.5D
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Thank you very much Mnemonic for this great effort ::rock
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wme2 is going to support 2.5D
I'm really happy to hear that Jyujinkai for 2 reasons: 1-I am not yet 3d. : ) 2-I've noticed there are a couple if not more of very fine 2d artists here using WME.
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Thanks a lot!!! Wintermute Power!!!!
This version fixes important bugs. Thanks for do it!