Wintermute Engine Forum

General Category => General Discussion => Topic started by: Mnemonic on July 08, 2007, 10:43:31 PM

Title: Latest beta: WME 1.8 beta 4 (September 9, 2007)
Post by: Mnemonic on July 08, 2007, 10:43:31 PM
Hello wintermuties,

after some struggle, I'm glad to present you with WME 1.8 beta. This is a betaversion, so be careful and expect bugs. Be sure to backup your project before installing the beta. See below for more details.

Any comments are welcome.

Enjoy ::slug


DOWNLOAD: WME 1.8 beta 4 Installer (17MB) (http://www.dead-code.org/download/download_beta.php)

WME 1.8 beta 4 (September 9, 2007) - list of changes

WME 1.8 beta 3 (July 29, 2007) - list of changes

WME 1.8 beta 2 (July 19, 2007) - list of changes

WME 1.8 beta 1 (July 8, 2007) - list of changes

Q&A
Q: Should I install the beta version?
A: Well, there's no point in releasing beta versions if no one is testing them. But of course, if you aren't comfortable with using beta versions, then don't. In any case, please don't distribute games compiled with a beta version of WME runtime.

Q: Can I reinstall the previous version?
A: Yes, but if you enable some of the new options in ProjectMan, the previous version won't be able to load your game.

Q: Why Direct3D 9? What's the benefit?
A: Quite frankly, there's not much of a benefit at the moment. There should be some performance increase when using hardware T&L (see below). But mainly the Direct3D 9 version of the engine brings more possibilities for the future, such as the access to high-level shader language (HLSL), which was impossible with D3D8. Also, the "Games for Windows" guidelines require games to use D3D9.

Q: When I'm trying to run the Direct3D 9 version of the engine, it complains about a missing library D3DX9_34.DLL. Why's that?
A: You will need to update your DirectX runtime installation to the latest version. Use the DirectX End-User Runtime Web Installer (http://www.microsoft.com/downloads/details.aspx?FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en). It will automatically recognize what needs to be updated and download only the necessary files.

Q: So if my game uses Direct3D 9, the users will need to update their DirectX too? That sucks!
A: Yes, unfortunately that's the way Microsoft updates DirectX lately. If you're distributing your game on CD, include the latest version of DirectX runtime installer (June 2007). If you're distributing your game online, direct the players to the DirectX End-User Runtime Web Installer (http://www.microsoft.com/downloads/details.aspx?FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en).

Q: What's hardware T&L?
A: It stands for hardware transform and lighting. It moves some 3D calculations from CPU to video card, which improves performance. Most video cards made in the last 8 years support hardware T&L.

Q: Should I enable hardware T&L for my game?
A: It depends. There's no benefit for 2D games. For 2.5D games, however, hardware T&L can significantly improve performance, especially when using models with high polygon count.

Q: Sounds good. What's the catch?
A: When using hardware T&L, the maximum number of active lights in a scene is limited by the capabilities of a video card. Typically there can be up to 8 active lights in a scene (compared to unlimited lights when using software T&L). Depending on the design of your scenes, enabling hardware T&L can change their lighting. Even though WME tries to compensate the problem by automatically choosing the nearest lights for each 3D characters, the results may or may not look good. Therefore it's the developers responsibility to decide whether hardware T&L will work with their game or not.
For new games it's recommended to design scenes with the limited number of lights in mind.

Q: Will there be more beta versions?
A: Most likely, yes. There are more features scheduled for WME 1.8, but I wanted to release the current version for public testing.
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: metamorphium on July 08, 2007, 11:08:34 PM
Amazing! Congratulations. I'm off to test it NOW! :)  ::beer ::beer ::beer
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 09, 2007, 03:31:40 PM
Yeaaaaaaah. Hardware T&L! We are going to test it.

Erm:
"...brings more possibilities for the future, such as the access to high-level shader language (HSLS)... "
Which actually means... Reflections?  ::beer
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 09, 2007, 04:16:52 PM
Ok, some short feedback.
When activating the Direct3d 9 option, the game can't be started in debug mode. No idea how it would be in compiled mode, as creating a new build would last a little time.
Activating the HW T&L decreased the framerate about 30 frames.
Hope you find the information usefull.

Regards

Amo
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Mnemonic on July 09, 2007, 04:46:35 PM
What does "can't be started" mean? It displays some error, it crashes, it doesn't do anything? What's in the log?
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 09, 2007, 04:48:45 PM
It doesn't do anything and the logs aren't updated. Clicking on the icon results in nothing, not even the game settings window opens.
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Mnemonic on July 09, 2007, 04:53:26 PM
Are you sure your Direct3D 9 installation is updated to the latest version? (using the web installer linked above).

Also, everyone, I included a wrong version of the crash reporting library with beta 1, so I'm gonna re-upload the installer in a moment.
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 09, 2007, 05:22:52 PM
It is 9.0c, I check the web installer.
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Mnemonic on July 09, 2007, 05:27:36 PM
Yes, please check it. 9.0c is not enough. It must be 9.0c June 2007 (thanks again, Microsoft! ::))
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 09, 2007, 06:39:10 PM
It works fine now. Ok, I had to convert all texture maps to a power of 2, otherwise they weren't corrently mapped on the characters, but thats no problem, as it was planned for the refining phase, so it is done now.

The performance is awesome! Hope I can support you with some "numbers" how many fps we have more now.

regards

Amo
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Mnemonic on July 09, 2007, 08:48:02 PM
Cool. Some numbers would be indeed helpful :) Thanks.
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 09, 2007, 09:07:55 PM
Here we go.

First, the machine specs:
P4 3Ghz
2Gb RAM
GeForce 6600GT

Scene specs:
3 actors
29 scripts
about 12 000 Polys

Without HW T&L 70fps
With      HW T&L 100fps

The rest of our scenes run with hardware acceleration on 160-170fps.

Regards

Martin
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: leucome on July 10, 2007, 10:31:18 AM
Thanks...
Real performance increase with D3d9+Htl
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: leucome on July 10, 2007, 10:44:46 AM
Athlon x2 3800
1GB ram
Gforce 7600GT

On a scene with 100 sprites,14 3d actor,120 scripts running and a total of 33000 polys(custom built scene for the test)
20 fps before
With d3d9 HarwareTL i get 30 fps 


Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Mnemonic on July 10, 2007, 11:03:56 AM
Thanks, leucome.
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: leucome on July 10, 2007, 11:18:56 AM
I just forgot to say the scene is in 1024X768 4X Antialiasing   
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: MikeHart on July 10, 2007, 12:23:19 PM
Not tested (yet) but I just wanna say thank you for the ongoing development of WME. You do a great job!!!  ::thumbup
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: MMR on July 12, 2007, 07:15:43 PM
Cool!!

Testing right now ;)
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 17, 2007, 01:24:35 PM
Hi there, after testing 1.8b1 it seems, that
Scene.EnableLight("somelightsource"); and Scene.DisableLight("somelightsource");
do not work anymore, maybe a bug?

Regards

Amo
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Mnemonic on July 17, 2007, 03:14:08 PM
Yes, these methods are broken in 1.8 beta 1. It's already fixed in my working version.
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 17, 2007, 03:44:53 PM
When do you think this fixed version will be public?
We could use that fix... erm. Yesterday.  ;D , I mean that Scene.EnableLight thing...
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Mnemonic on July 17, 2007, 03:54:33 PM
No promises there. My working version is currently in a very unreleasable state...
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 17, 2007, 05:28:04 PM
No problem, just a little lose of atmosphere in the actual milestone build.
Take your time.
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 17, 2007, 05:40:19 PM
Ah next thing. The "ask user" option for hardware T&L seems to work only in debug mode. At least, the option in the settings dialog is not there and HW T&L is switched off. (Via wme.ini tested)
When compiling with "use when available" everything is nice.
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Mnemonic on July 17, 2007, 06:06:37 PM
Hmm, I'm not able to reproduce this...
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 17, 2007, 07:00:00 PM
Not? We tried it on XP Professional and Vista Ultimate
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Mnemonic on July 17, 2007, 07:15:09 PM
No. I compile the game with 3D settings enabled and T&L - ask user, I run the game without debug mode and the option is there. What are the exact steps to reproduce the problem?
Title: Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
Post by: Amo on July 18, 2007, 12:46:18 PM
Good question, just compiling. Sorry I can't compile yet, because several things are under construction, so we get some error messages. I write back, when a running version is ready to be compiled.
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Mnemonic on July 19, 2007, 03:04:49 PM
WME 1.8 beta 2 is out. See the first post of this thread for the list of changes and a download link.
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Stucki on July 19, 2007, 04:56:47 PM
Yippieyayeeee  !!!

what an enormous update !!!
thanks for implementing the lightHSL options !!!! thet will become extremely helpful for me !

fantastic work !!
 ::rock O0 ::rock

stucki

Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Stucki on July 20, 2007, 07:15:39 PM
Did some testing with some of my scenes: here are the resulting fps

Scenes 1280 * 960 pixels, one 3d Char about 3000 polys several layers and many particles ,playing in windowed mode on 1900 * 1200 screen

Scene - DX 8 - DX 9 T&L - DX 9 no T&L - 
___________________________________
1        - 092  -    163     -    018   
2        - 094  -    110     -    022
3        - 122  -    145     -    028
4        - 105  -    104     -    104
5        - 160  -    196     -    047
6        - 197  -    206     -    052
7        - 082  -    170     -    025

so every scene except one is running faster in dx9 with T&L and this one is equal to DX 8 !! Hurray !!! fantastic work you have done.
but why is DX9 without T&L so much slower than DX8 ?
stucki
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Mnemonic on July 20, 2007, 07:20:28 PM
Thanks for the report!

but why is DX9 without T&L so much slower than DX8 ?
You are using Vista, right? For whatever reason software T&L in DirectX 9 is extremely slow in Vista, much slower than DX9 in XP and slower than DX8 in Vista. It's strange, but it's true..
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Stucki on July 20, 2007, 07:43:57 PM
yes i am using vista ... the good things about this. I think everybody who runs vista will have a t&l capable videocard ....

but why is there this one scene running at an equal fps rate in every configuration ? . its the largest one in screen resolution about 2000 pixels wide, but if i am right its the only one without particles ... can this be the reason ?!?

stucki

Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Mnemonic on July 21, 2007, 03:15:07 PM
I don't think the particles are to blame. That particular scene is probably hitting some other limit of your video card, such as the fillrate.
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Stucki on July 24, 2007, 11:13:57 PM
two problems maybe with the beta

i have a problem with the new scrolling behaviour for larger scenes.
in scene edit the geometry (3ds-file) is on the right place. in the engine its missplaced. the shadows appear at the wrong place.
that changes when i turn on use pre 1.7 scrolling . than everyting works fine ! what changes exactly between these two modes ?

the other one is when my menu [talk take etc] is activated. the mousecursor becomes a little weird. Looks like part of a green font.
the same for the mainmenu [ on hitting escape] when the menu [ talk take etc.] is activated. where the menugrafiks should be is some weird green font

here are two images for better understanding
(http://www.dreiddd.de/problem_1.jpg)
(http://www.dreiddd.de/problem_2.jpg)

Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Mnemonic on July 24, 2007, 11:18:39 PM
than everyting works fine ! what changes exactly between these two modes ?
By default WME assumes the camera overviews the entire scene (i.e. the viewport width is the width of the scene). The pre-1.7 mode means the camera only overviews the visible area of the scene (i.e. the viewport width is the game resolution).


the other one is when my menu [talk take etc] is activated. the mousecursor becomes a little weird. Looks like part of a green font.
the same for the mainmenu [ on hitting escape] when the menu [ talk take etc.] is activated. where the menugrafiks should be is some weird green font
Yup, I know about it, already fixed it. Thanks.
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Stucki on July 25, 2007, 08:16:47 AM
super.
and have you fixed the misplaced geometry when not using pre 1.7 scrolling behavior, too?
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Mnemonic on July 25, 2007, 08:58:52 AM
No, I didn't do any changes to scene scrolling in 1.8. Are you saying 1.8 behaves differently than 1.7 did? Does your camera view the entire scene?
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Stucki on July 25, 2007, 09:27:47 AM
i do not know if this is to Version 1.8.
but if i do not check the pre 1.7 scrolling button the 3ds geometry is missplaced in the engine even in scene edit it displays at the right place.

i can see this because my shadows fold on the right geometry but in the wrong place.
but maybe this was in 1.7 too.

Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Mnemonic on July 26, 2007, 08:54:07 PM
Let me repeat the question, is your camera set up to view the entire width of the scene?
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Stucki on July 26, 2007, 10:20:09 PM
sorry but i am not sure what you mean. set up to view the entire width where ?? In Wme or in 3dsmax
and where can i set this value ?

Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Mnemonic on July 26, 2007, 10:21:25 PM
In max. If you enable view through the camera, do you see the entire scene or only part of it?
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Stucki on July 27, 2007, 06:03:17 PM
i see the entire scene.
the camera renderings are the backgrounds in my scene. i did not know that i can render more than i can see in the camera viewport ...
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Mnemonic on July 28, 2007, 11:19:03 AM
Would it be possible to make some one-scene demo for me to test? These things are quite hard to simulate for me..
Title: Re: Latest beta: WME 1.8 beta 2 (July 19, 2007)
Post by: Stucki on July 28, 2007, 02:24:38 PM
yes i hope to get it done tomorrow ...
Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: Mnemonic on July 29, 2007, 06:10:27 PM
WME 1.8 beta 3 is out. The "only" major change is the shiny new WindowEdit tool for editing windows, inventory and response boxes. No more hand-editing of .window files, yay!

WindowEdit requires .NET framework 2.0.

And as always, suggestions are welcome.

(http://dead-code.org/wme_docs/img/WindowEdit1.png)
Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: FogGobbler on July 29, 2007, 07:01:21 PM
Wow! I´ve not tried it yet, but it sounds great! Thanks for your awesome work!  ::thumbup
Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: Banky on July 31, 2007, 11:14:31 AM
Wow! The new features are amazing!

Thanks for your hard work with this engine!
- Banky

Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: DocBass on August 19, 2007, 11:21:38 AM
The additions to this beta are awesome.

Can anyone verify if videos using an alpha mask still work in it? For the life of me I can't get the theora videos to use an image as an alpha mask.  :o
Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: Mnemonic on August 19, 2007, 11:56:35 AM
I can confirm that it does work.

Code: WME Script
  1. entity.PlayTheora("path\video.ogg", true, "path\alpha.png");
  2.  
Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: DocBass on August 19, 2007, 12:09:45 PM
I can confirm that it does work.

Code: WME Script
  1. entity.PlayTheora("path\video.ogg", true, "path\alpha.png");
  2.  


Thanks.  :)
Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: Mnemonic on August 19, 2007, 07:29:27 PM
And the alpha image needs to be a 32-bit color image with a real alpha channel, not 256 colors image with shades of gray (I suppose that crash report was yours).
Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: adonf on August 28, 2007, 11:44:00 AM
oooooh nice! any chance we might get a copy of the window editing tool without installing 1.8 ? (we're still using 1.7.2)
Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: odnorf on August 28, 2007, 12:06:55 PM
oooooh nice! any chance we might get a copy of the window editing tool without installing 1.8 ? (we're still using 1.7.2)

http://master.math.upatras.gr/~odnorf/misc_files/WindowEdit.zip
Enjoy ;D

Don't extract this tool in the wme 1.7.2 dir since this will break debug console.
(All .net tools are using the same libraries).

EDIT: Keep in mind that it's NOT recommended to use WindowEdit with 1.7.x versions. Under some conditions WME 1.7 might not be able to read .window files generated by WME 1.8. So, always backup your window files.
Title: Re: Latest beta: WME 1.8 beta 3 (July 29, 2007)
Post by: adonf on August 28, 2007, 02:01:27 PM
thank you  ;D
Title: Re: Latest beta: WME 1.8 beta 4 (September 9, 2007)
Post by: Mnemonic on September 09, 2007, 06:16:10 PM
WME 1.8 beta 4 is out. See the first post of this thread for a list of changes and a download link.
This is mainly a maintenance/bugfix release, so if you're using a previous beta, please upgrade.
Title: Re: Latest beta: WME 1.8 beta 4 (September 9, 2007)
Post by: Amo on September 13, 2007, 09:51:11 PM
Wow, very cool, as I can see, you included our anim channel request. Nice work man.
 ::beer