Wintermute Engine Forum
Wintermute Engine => WME updates and announcements => Topic started by: Mnemonic on July 19, 2012, 03:34:27 PM
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Hi muties,
here is a new (maintenance) release of WME. The main change is rewritten saving which should be much faster than before, plus some improvements and fixes. Since the saving is a rather big change I'm marking this release as beta, although I tested many WME games without any problems.
WME 1.10.1 beta installer download (19MB) (http://www.dead-code.org/download/download_beta.php)
(Note: Saved games are NOT compatible with previous WME versions)
Version 1.10.1 (July 19, 2012)
- Significantly faster saving; idle scripts are not stored in saved game so they can be easily patched.
- Game.SaveGame() method now has an optional QuickSave parameter which allows saving without displaying the progress indicator.
- New script attribute Game.MostRecentSaveSlot which returns the number of the most recently used saved game slot (to allow implementing a "Continue" button in the main menu).
- Talking caption cannot be skipped for a short period of time after it's displayed to prevent accidental skipping of dialog lines.
- FIX: Framerate drop after certain use of TrueType fonts.
- FIX: Crash after unloading an actor which is set as Game.InventoryObject.
- FIX: Crash after using actor3D.SetTexture().
- FIX: Images ending with capital G were treated as grayscale thumbnails.
- FIX: Changing scene main layer dimensions at runtime didn't affect scrolling.
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Thanks for your work
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"idle scripts are not stored in saved game so they can be easily patched."
So, what scripts exactly are now saved and cannot be patched?
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Scripts that are actively doing something (such as game_loop.script running in an infinite loop) or scripts waiting for something (waiting for Sleep() to finish or actor.GoTo() to finish etc.).
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Hi Mnemonic!
Good work, file saving really works immediately. Will you publish sources of this build?
Scripts that are actively doing something (such as game_loop.script running in an infinite loop) or scripts waiting for something (waiting for Sleep() to finish or actor.GoTo() to finish etc.).
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Thank you! ::rock
::beer
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What is the status of Wintermute 2 ?
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What is the status of Wintermute 2 ?
Check Mnemonic's signature.
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After the release of version 2, this version of WME will still be supported?
I apologize for my English
::wave
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Once WME 2 is released I am going to donate some more money, and I think everyone else should as well. Mnemonic deserves it !
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I recently tried using this beta with a project I was working on with WME 1.9.1. My game seemed to run fine, but then I saved a game and then loaded it. After loading the saved game, I clicked on the screen (to make my actor walk) and my game shutdown. It did this 3 times in a row. When I went back to WME 1.9.1, my game ran fine.
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FIX: Crash after unloading an actor which is set as Game.InventoryObject.
I had been fighting with this!!!
Thanks a lot for these updates!
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I found a crash bug related to TrueType fonts which I believe is what skuttleman was experiencing (could you please confirm your game uses TrueType fonts?).
I will be releasing a new version later.
As for source code, yes I will release it. The truth is I have the entire WME 1.x source tree on BitBucket now but I have a problem with the UI library used by SceneEdit/SpriteEdit. The sources used to be available, now they are not and the license forbids me to redistribute them.
The solution would be to create a separate source code repository that would contain everything BUT the UI library. That would mean you'd be able to compile everything except SceneEdit/SpriteEdit.
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I found a crash bug related to TrueType fonts which I believe is what skuttleman was experiencing (could you please confirm your game uses TrueType fonts?).
All of my fonts are bitmap fonts.
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Ok, that's bad news:) Any change I could test your game?
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You want the project files, I'm guessing?
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Ideally. But in this care is probably doesn't matter, as long as it can be reproduced. Thanks.
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Great work Mnemonic! As always...
I understand the issues with the licenses but could you release the sources for the runtime? (not the tools)
Thanks a lot !
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Hi Mnemonic,
is it possible for you to release the sources for the wme executable? The reason I ask is that I would like to test the 1.10.1 release, but I use a patched version of the latest stable release and thus would need the sources of the 1.10.1 in order to test it.
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I'm getting the sources ready to be uploaded to a proper repository in BitBucket. Almost there, give me some more time.
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The source code repository is now live: https://bitbucket.org/MnemonicWME/wme1/
Instructions coming later.
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Cool! As I see - here is the sourses of tools too?
Thanks, Mnemonic! :)
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Just checked out the sources and compiled the WME executable :)
Just for curiosity, what was the motivation behind the license change to MIT license?
Are you interested in patches for WME1?
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As I see - here is the sourses of tools too?
Yup, it's the whole package now.
Just for curiosity, what was the motivation behind the license change to MIT license?
Well, MIT license is less restrictive. I didn't feel like imposing the GPL/LGPL restictions anymore.
Are you interested in patches for WME1?
Sure, as long as the contributor is fine with their code being MIT-licensed.
Now that the whole thing is finally on BitBucket, you can fork the WME repository there, add your changes and send a pull request to the main repo, as outlined here (https://confluence.atlassian.com/display/BITBUCKET/Working+with+pull+requests).
EDIT: And the guide (http://forum.dead-code.org/index.php?topic=5434.0) is now live as well.
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Don't know if this is the right place, but I'd like to give some arguments to only doing maintenance on this version of Wintermute. Games are hard work, and 3d games are by far the hardest, much harder than 2.5D because you have to worry about doing low poly work etc. I've messed around with Unity, and there's a huge difference between that and 2.5D on Wintermute. This engine is fairly light. It runs on almost any computer, even laptops. Adventure games are casual affairs and casual game players don't have much horsepower on their machines. 2d and 2.5 games are still popular and will probably always be popular for casual players. Take a look at Big Fish games. That's where most of the adventure games on the market reside from what I've seen. I hate missing object, though. 3d adventures take a team and are an extreme risk because they aren't very popular.
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What does this version do with the item scripts? From what I can tell, all the item scripts were saved in the savegames, making it difficult (if not impossible) to patch problems with items, and still have savegames compatible with the updated game. Are the item scripts not saved anymore?
Thanks. :)
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What I said earlier in this thread applies to all scripts, including inventory item scripts:
[saved are] Scripts that are actively doing something (such as game_loop.script running in an infinite loop) or scripts waiting for something (waiting for Sleep() to finish or actor.GoTo() to finish etc.).
So, yeah, in most cases those won't be stored in saved games and after loading the game the player will end up with fresh scripts.
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Cool. Thanks. :)
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I found a crash bug related to TrueType fonts which I believe is what skuttleman was experiencing (could you please confirm your game uses TrueType fonts?).
I will be releasing a new version later.
Has the fix for this bug been released? Is it included in the 1.10.1beta version?
Thanks in advance!
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No. So far this fix is only in the code repository.
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No. So far this fix is only in the code repository.
Thank you very much :). I'll try to compile it myself ;)