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Author Topic: Latest stable: WME 1.9.1 (January 1, 2010)  (Read 14228 times)
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FogGobbler
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« Reply #15 on: October 02, 2009, 02:54:13 PM »

Yeah, some demos would be really great, because shader-scripting/programming is something totally new to me, and I´m a bit stuck at the moment.

Sorry, if I´m asking stupid questions, but would it be possible to create reflecting materials, i.e. a mirror, puddles, water?

@cremen: Could you please share your pixel-light shader code?

Bye,
Oli
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SoundGuy
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« Reply #16 on: October 02, 2009, 04:13:58 PM »

hey,
thanks for including the HLSL thing. I'll give it some more tryouts (i've had some failed attempts today), until i get an FX file that also does the Vertex shading and not only pixel shading.
i'll try and share some demo or .fx files.
i'm joining Oli in asking :
@cremen: Could you please share your pixel-light shader code? I'm very intesrested in how you did that edge

About profiling:
the two new functions are a great start! but i couldn't get them to give me any relevant info on why my game's performance is so slow:
1. for some reason, in pizza morgana project, the counters don't reset between calls to the disable/enable functions, making it hard to filter out the noise, that happens, for example at the beginning of the game.
2. i htink there's a bug if you call Disable for the first time before enable (this is what i added in my game.script in on "Keypress" event)
Code:
if (Keyboard.Key=="F")  {
Game.DisableScriptProfiling();
Game.EnableScriptProfiling();
}
3. statistics about the functions and methods would be GREATLY helpful.
4. on an unrelaed subject, i noticed the regular WME_DEMO_3D also have two constant running scripts and nothing green in the debugging console, and couldn't figure out what they are (maybe i should post this in my performance thread). 
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Mnemonic
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« Reply #17 on: October 03, 2009, 06:15:19 PM »

Sorry, if I´m asking stupid questions, but would it be possible to create reflecting materials, i.e. a mirror, puddles, water?
To a certain extent. Since you can render multiple passes, you should be able to render the actor twice, normally and e.g. upside-down, maybe with some pixel shader effect applied to make the reflection actor semi-transparent etc. Whether it would look good depends on the scene layout though.
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Mnemonic
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« Reply #18 on: October 03, 2009, 06:20:43 PM »

1. for some reason, in pizza morgana project, the counters don't reset between calls to the disable/enable functions, making it hard to filter out the noise, that happens, for example at the 3. statistics about the functions and methods would be GREATLY helpful.
To be honest, I intended to be used by enabling profiling and keeping it running until you quit game. Then you'll have complete game session stats in the log file. It's possible enabling/disabling multiple times during the session doesn't work properly. I'll look into it.

4. on an unrelaed subject, i noticed the regular WME_DEMO_3D also have two constant running scripts and nothing green in the debugging console, and couldn't figure out what they are (maybe i should post this in my performance thread). 
Ok, I probably confused you with the green icon remark, my mistake. The reality is, at the moment when the console is updated no script is actually *running*, because all of them are either persistent or waiting for something (Sleep, GoTo, method call etc.). The console is not updated everytime a script executes an instruction for performance reasons.
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Mnemonic
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« Reply #19 on: October 03, 2009, 06:21:57 PM »

btw, I posted a simple shader preview application (the one I mentioned above).
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FogGobbler
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« Reply #20 on: October 13, 2009, 05:50:25 PM »

Hi!

Don´t want to get on your nerves, but has anybody got a working per-pixel lighting shader for me to look at? I´d love to add that feature to my demo.

Thanks,
Oli
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SoundGuy
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« Reply #21 on: November 30, 2009, 03:44:24 PM »

been almost 3 months, when is 1.9.0 goign from beta to release (or when is 1.9.1 goign to be available?)
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Mnemonic
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« Reply #22 on: November 30, 2009, 05:04:26 PM »

2 months. And I don't know, I'm not working on it at the moment.
There are no fatal bugs reported, so it could go to release.
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SoundGuy
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« Reply #23 on: November 30, 2009, 05:15:17 PM »

right. 2 months Wink
and if no major bugs then cool!
waiting to use it full time.
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Mnemonic
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« Reply #24 on: January 01, 2010, 10:38:15 AM »

WME 1.9.1 has been released. See the first post for details and download link.
Happy new year, everyone!
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SoundGuy
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« Reply #25 on: January 01, 2010, 03:17:15 PM »

Happy New Year Mnemonic and all muties!
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Xenogia
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« Reply #26 on: January 01, 2010, 11:51:20 PM »

Happy new year and thanks for the wonderful update Smiley
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molier
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« Reply #27 on: January 02, 2010, 08:12:51 AM »

C Новым 2010 годом ! Всем здоровья, удачи и успехов в работе. Удачи в освоении WME и пускай Ваши проекты увидят все в 2010 году.
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« Reply #28 on: August 29, 2010, 01:36:59 AM »

I have one question. Is WME 1.x going to support multi resolution or no? And what about WME 2? It´s really interesting for me.  Smiley
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Wintermute Engine is awesome tool!
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« Reply #29 on: August 29, 2010, 11:06:02 AM »

There are no plans to add new time-consuming features in wme1.x codebase. Focus is on wme2 and when there are important news you'll see them posted here.
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