Please login or register.

Login with username, password and session length
Advanced search  

News:

Latest WME version: WME 1.9.1 (January 1st, 2010) - download

Pages: [1] 2 3  All

Author Topic: WME 1.3  (Read 34021 times)

0 Members and 1 Guest are viewing this topic.

Mnemonic

  • WME developer
  • Administrator
  • Addicted to WME forum
  • *
  • Karma: 41
  • Offline Offline
  • Gender: Male
  • Posts: 5683
    • View Profile
    • Dead:Code Site
WME 1.3
« on: November 30, 2004, 09:53:39 PM »

WME update: http://www.dead-code.org/download/wme_update_130.exe (5MB)
Updated documentation: http://www.dead-code.org/download/wme.chm (2.9MB)


(Note 1: you must have the WME DevKit installed prior to installing this patch)
(Note 2: saved games are incompatible with previous releases)

Version 1.3 (November 30, 2004)

  • experimental support for real-time 3D characters; this new functionality is too complex to be described here so please take a look at the "3D characters support" chapter in the documentation; if you have any comments or suggestions, post them here
  • new technology demo demonstrating the 3D characters; you can download the compiled demo here (3.6MB), sources are part of the WME distribution package
  • new Game.SetWaitCursor() method and other methods for querying and setting the non-interactive cursor
  • new GetImage() family of methods for GUI controls
  • the tools no longer change global volume at startup
  • several bugfixes
Logged
Yes, I do have a twitter account
Please don't send me technical questions in private messages, use the forum. ::wave

metamorphium

  • Global Moderator
  • Addicted to WME forum
  • *
  • Karma: 12
  • Offline Offline
  • Gender: Male
  • Posts: 1511
  • Vampires!
    • View Profile
    • CBE  software s.r.o.
Re: WME 1.3
« Reply #1 on: November 30, 2004, 10:38:30 PM »

CONGRATULATIONS and THANKS!

 ::rock ::rock ::rock

Edit: Hey.  just came through the 3d scene process and it rocks even more. You're a genius.  ::thumbup
« Last Edit: November 30, 2004, 10:52:18 PM by metamorphium »
Logged
J.U.L.I.A. Enhanced Edition, Vampires!, J.U.L.I.A., J.U.L.I.A. Untold, Ghost in the Sheet

Nihil

  • Supporter
  • Addicted to WME forum
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 528
  • Fear me! I'm evil!
    • View Profile
    • Order of Dagon
Re: WME 1.3
« Reply #2 on: November 30, 2004, 11:07:21 PM »

YEAH!

It runs on my PC! That's the best prove of qualitiy and stability any engine out there can have ;-)

And I get a decent frame-rate even at 4x antialiasing - actually the same than without aa, is that normal?

Well, whatever, congratulations, the never feature totally rocks!

Orange Brat

  • Regular poster
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 112
    • View Profile
    • Orange Brat Shenanigans™
Re: WME 1.3
« Reply #3 on: November 30, 2004, 11:21:20 PM »

Thanks for the update.
Logged
The Disenfranchised™ - coming later

MMR

  • Global Moderator
  • Frequent poster
  • *
  • Karma: 3
  • Offline Offline
  • Gender: Male
  • Posts: 349
  • http://mmrdeveloper.wordpress.com/
    • View Profile
    • TinyWME
Re: WME 1.3
« Reply #4 on: November 30, 2004, 11:36:47 PM »

GREAT, AMAZING!!!!

EVERYTHING works very well!!!

Always 86 FPS (any antialiasing value)  ::rock
« Last Edit: December 01, 2004, 12:11:00 AM by MMR »
Logged

Daniel

  • Regular poster
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 124
  • I'm *not* a llama!
    • View Profile
Re: WME 1.3
« Reply #5 on: November 30, 2004, 11:38:05 PM »

Whoa! This just came in, in the middle of the party at The Inventory. What a great day this is!

Thanks Mnemonic for the good work, I'll check this out asap!


Edit: Just saw the demo. Beautiful!
« Last Edit: November 30, 2004, 11:57:38 PM by Daniel »
Logged

gfx johnny

  • Regular poster
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 142
    • View Profile
Re: WME 1.3
« Reply #6 on: December 01, 2004, 12:43:34 AM »

Lovely demo! Runs smooth and without any glitches.

Thanks for this great feature, Mnemonic - you rock!  ::rock O0
Logged

deadworm222

  • Regular poster
  • ***
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 197
  • Wintermute Army
    • View Profile
Re: WME 1.3
« Reply #7 on: December 01, 2004, 02:29:27 AM »

Awesome!  ::beer  ::thumbup ::rock O0
Logged

Martin

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 29
    • View Profile
Re: WME 1.3
« Reply #8 on: December 01, 2004, 12:54:54 PM »

Really cool!

DREAMWEB

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 48
    • View Profile
Re: WME 1.3
« Reply #9 on: December 01, 2004, 05:08:27 PM »

Those new feitures agre GRAT!
THANKS Mnemonic  for your HARD work!!

BTW: how can I finish the 3D Demo game?  ::)
Logged

Mnemonic

  • WME developer
  • Administrator
  • Addicted to WME forum
  • *
  • Karma: 41
  • Offline Offline
  • Gender: Male
  • Posts: 5683
    • View Profile
    • Dead:Code Site
Re: WME 1.3
« Reply #10 on: December 01, 2004, 05:10:12 PM »

BTW: how can I finish the 3D Demo game?  ::)
The goal of the game is to pick up the teapot ;)
Logged
Yes, I do have a twitter account
Please don't send me technical questions in private messages, use the forum. ::wave

Lawrence

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 2
    • View Profile
Re: WME 1.3
« Reply #11 on: December 02, 2004, 05:16:20 AM »

It's simply awesome. Everything works perfectly. ;D Now I can get to work!
Logged

Foggobbler

  • Guest
lining geometry up problem..
« Reply #12 on: December 02, 2004, 06:29:36 AM »

Hi!

Well, I´ve got to mention it again.. GREAT WORK! Thanks! I´ve been looking for something like this for ages.

But now to my problem. I can´t get my background image lined up correctly with the simplified geometry. I gues it has something to do with the fact that I use Cinema 4D for my backgrounds. I´ve imported the "background.3ds" geometry, rendered it and saved the "background.jpg" pic for testing  matters. It probably has something to do with pixel ratio or something like that.

can anybody please help me with this..
Logged

Mnemonic

  • WME developer
  • Administrator
  • Addicted to WME forum
  • *
  • Karma: 41
  • Offline Offline
  • Gender: Male
  • Posts: 5683
    • View Profile
    • Dead:Code Site
Re: lining geometry up problem..
« Reply #13 on: December 02, 2004, 07:58:22 AM »

can anybody please help me with this..
Could you upload the files somewhere for me to test them? Also, is the geometry misplaced in both SceneEdit and the game itself? In SceneEdit you have to fill-in the game resolution so that it's able to display the geometry correctly.
Logged
Yes, I do have a twitter account
Please don't send me technical questions in private messages, use the forum. ::wave

FogGobbler

  • Guest
lining problem
« Reply #14 on: December 02, 2004, 04:22:52 PM »

this is driving me nuts ...

I´m sure its not a wme problem, its this damned cinema renderer which is giving me the problem..

If I create a simple scene in cinema with a camera (focal length : 34,723     ;   FOV 54,803) export the mesh  as a 3ds file, then change the camera to focal length : 26,132 and FOV : 69,118 , render the image and save it as a jpg, its roughly in line with the geometry in the editor and the game, although twisted and the size is also not perfect.

Well, I´ve figured out that 34,723 : 26,132 comes out to be the magical 1,333 pixel ratio..

I´ve also tried leaving the cam as it is and altering the "render stettings (pixel) to 1: 1,333 but that doesn´t do it.

I´ve mailed you the files to wme@dead-code.org, they´re not very big ;-)

perhaps you could help me along with this..
thanks,
Oli
Logged
Pages: [1] 2 3  All
 

Page created in 0.021 seconds with 24 queries.