You want the project files, I'm guessing?
Wintermute Engine is no longer actively developed.
The original sources are archived on GitHub: wintermute-engine and wmelite. The runtime is now integrated into ScummVM, which runs Wintermute games on current systems.
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- Topic: Latest beta: WME 1.10.1 (July 19, 2012)
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Topic: Latest beta: WME 1.10.1 (July 19, 2012) (Read 237236 times)
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Ideally. But in this care is probably doesn't matter, as long as it can be reproduced. Thanks.
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 !
I understand the issues with the licenses but could you release the sources for the runtime? (not the tools)
Thanks a lot !
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.
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.
I'm getting the sources ready to be uploaded to a proper repository in BitBucket. Almost there, give me some more time.
The source code repository is now live: https://bitbucket.org/MnemonicWME/wme1/
Instructions coming later.
Instructions coming later.
Cool! As I see - here is the sourses of tools too?
Thanks, Mnemonic!
Thanks, Mnemonic!

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?

Just for curiosity, what was the motivation behind the license change to MIT license?
Are you interested in patches for WME1?
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.
EDIT: And the guide is now live as well.
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.
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.
Thanks.

What I said earlier in this thread applies to all scripts, including inventory item scripts:
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.
[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.
Cool. Thanks. 

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!
No. So far this fix is only in the code repository.
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- Topic: Latest beta: WME 1.10.1 (July 19, 2012)




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