WA EDITOR UPDATES (LATEST V10.4.1 OUT)

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Lazy Loof
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WA EDITOR UPDATES (LATEST V10.4.1 OUT)

Post by Lazy Loof » Fri May 03, 2019 12:30 pm

The WA Editor Update Thread
So with the release of WA Editor as open source and the OpenWA repositary, here we have our releases of WA Editor!
We'll be frequently releases major overhauls for editor, with many new features and fixes, so stay tuned!

I. WA Editor Current Stable Release Version
The current stable release version is v10.4.1.

A. Download and Installation
Download: https://cdn.discordapp.com/attachments/ ... _win32.zip
VirusTotal Scan Result: https://www.virustotal.com/gui/file/aaf ... ?nocache=1
Installation: Follow the instructions in ‘openwa_readme.txt’ in the zip file.

B. A Guide to New Features
WA Editor now has many new features, see here to know how to use them: viewtopic.php?f=34&t=27852

C. Changes
Here's a list of changes made in our current version!

1. Releases
  • 10.4.1
    • Smoothed the vertical camera transition when walking up and down stairs (joseppey)
    • Fixed shadows Z-adjusting erroneously in water (joseppey)
  • 10.4.0
    • Initial Release (see below for complete changes)
2. Features Since 10.3.0
  • A bunch of command updates
    • CMD 4 Data2 33 now sets an object's MovementSpeed (doesn't work across levels at this time) (MNIK)
    • CMD 6 Data4 now sets the speed light is changed (kumaccino)
    • Added CMD 19 for panning
    • CMD 71, 72, 73, 75 activates, deactivates, toggles, and destroys, respectively, the object on the tile specified with Data1 x-coordinate and Data2 y-coordinate (kumaccino)
    • CMD 76 changes ambience without changing light, and CMD 77 changes light without changing ambience (kumaccino)
    • CMD 80 - setting Data1 to 1 triggers 3D visual mode (and setting Data1 to 0 reverts the game back to normal mode) (joseppey)
    • Added CMD 121, 122, and 123, which add Data1 to the player's coin, gem, and star count respectively. Use negative Data1 to subtract from the player's counts. These new commands replace the old Give star and Give coin Midnight Vault keybinds that people kept triggering by accident (MNIK)
  • Press F7 to toggle wireframe mode while the Midnight Vault is active (MNIK)
3. Improvements Since 10.3.0
  • Fixed bugs
    • Fixed a security issue that allowed wa2/wa3 files to inject malicious files to the user (ALEXALEX976)
    • Prevent garbage input from player movement from appearing in vault inputs (MNIK)
    • CMD 14 now plays music at the proper volume (MNIK)
    • One-use 9-charges no longer emit particles after use, which reflects their behavior in WA1E (MNIK)
    • Fixed OpenWA's botched texture mapping on suctube arrows (MNIK)
4. Changes made from starting

Code: Select all

====================
Changelog:
====================

-----------------------------------
Post-OpenWA Releases
-----------------------------------
v10.4.1
- smoothed the vertical camera transition when walking up and down stairs (joseppey)
- fixed shadows Z-adjusting erroneously in water (joseppey)

v10.4.0
- fixed bugs
  - fixed a security issue that allowed wa2/wa3 files to inject malicious files to the user (ALEXALEX976)
  - prevent garbage input from player movement from appearing in vault inputs (MNIK)
  - CMD 14 now plays music at the proper volume (MNIK)
  - One-use 9-charges no longer emit particles after use, which reflects their behavior in WA1E (MNIK)
  - Fixed OpenWA's botched texture mapping on suctube arrows (MNIK)
- a bunch of command updates
  - CMD 4 Data2 33 now sets an object's MovementSpeed (doesn't work across levels at this time) (MNIK)
  - CMD 6 Data4 now sets the speed light is changed (kumaccino)
  - Added CMD 19 for panning
  - CMD 71, 72, 73, 75 activates, deactivates, toggles, and destroys, respectively, the object on the tile specified with Data1 x-coordinate and Data2 y-coordinate (kumaccino)
  - CMD 76 changes ambience without changing light, and CMD 77 changes light without changing ambience (kumaccino)
  - CMD 80 - setting Data1 to 1 triggers 3D visual mode (and setting Data1 to 0 reverts the game back to normal mode) (joseppey)
  - Added CMD 121, 122, and 123, which add Data1 to the player's coin, gem, and star count respectively. Use negative Data1 to subtract from the player's counts. These new commands replace the old Give star and Give coin Midnight Vault keybinds that people kept triggering by accident. (MNIK)
- Press F7 to toggle wireframe mode while the Midnight Vault is active (MNIK)

v10.3.2
- fixed bugs
  - fixed changing teleporter color causing teleporter meshes to freak out and go all over the place
  - fixed popping conveyors causing crash
  - fixed hotkeys saving game during area transitions, dialogs or inventory open
  - fixed custom adventure select screen messing up after pressing ESC in custom delete menu
  - fixed texture name being changed instead of model name when on root path
  - fixed custom adventure list showing "YES" on uncompleted adventures
  - fixed midnight vault not allowing magic in WA1/WA2
  - fixed new stuff not being able to be used in WA1/WA2/WA3
  - fixed child entity not found crash in gates/bridges/suctubes/etc due to model swaps
  - fixed texture of sky machine map wop and also added TextureName adjustor to it
  - fixed Data3 not enabled in transporter wop
  - fixed conveyors not showing proper turns when colour changed
  - fixed command 22 not activating unless dialog is already executed
- added reverse tentacles
  - objectype is the same as regular tentacles but subtype is 1 instead of 0
- added save name locations for WA1

v10.3.1
- fixed bugs
  - fixed complete hub manager MAVs when trying to install custom content
  - fixed complete hub manager does not delete WAC files after installation
  - fixed CMD 4 Data4 does not work for hubs
  - fixed WACs being removed from hub manager after any hub was installed
  - fixed complete hub manager not installing the complete hub properly if launched with "Open With" menu
  - fixed ice troll freezing in MOFI
- added new Data3 to CMD 15 for adding homing magic
  - Data3=0 means normal non-homing magic
  - Data3=1 means homing magic
  
v10.3.0
- fixed bugs
  - player is now lauched in correct resolution in test mode
  - fixed wrong Zbots direction
  - fixed black map in hub adventures
  - fixed conveyors not displayed correctly
  - fixed "WELL DONE" and "OH NO" disappearing in adventure won/lost screen
  - fixed bugs in adventure select screen
  - fixed custom models not verified correctly
  - fixed and improved custom content compiling
  - fixed springs for WA1/WA2/WA3
  - fixed newer custom models not being able to load textures
  - fixed cage.wop
  - fixed spellballs appearing a bit darker than they were used to be
  - fixed keycards, gates, buttons, transporters for some levels
  - fixed CustomModel/CustomTex.wop
  - fixed newer custom models not animating
  - fixed custom models changing their position whenever any object was destroyed
  - fixed old adventures not recognized as new
  - fixed MAV when loading a savefile which was saved when magic glove was active
  - fixed "save before exit" menu having wrong color in its main heading (since MOFI!)
  - fixed editor automatically adding "DefensePower" adjuster while grabbing NPCs (since vanilla!)
- "secret feature" now not secret!
  - you can now play WA1/WA2/WA3 simply by using the same wg.exe
  - this feature is known as "Game Switch"
  - check "how_to_gameswitch.txt"
- New "NPC Wee Stinkers"
  - These Wee Stinkers use regular Stinker NPC model instead of their original MD2 models
  - You can set their body, hats and accessories too
- Added level/dialog delete functionality to the editor
  - hold delete key while clicking on a level/dialog to delete it
  - files are not deleted but renamed with the .bak extension
- new "complete hubs" functionality
  - can create complete hubs with own menus, credits, savefiles, players and other stuff
  - hub wlvs can be given saved names
  - advanced functionality in editor for "complete hubs"
  - new exe "hubmanager.exe" for managing hubs
- you can now give special "character name" to your stinker
- you can now use some keywords in dialogs for displaying player character name
  - [PLAYERNAME] displays Player Character Name
  - [PLAYERNAME!] displays Player Character Name followed with "!"
  - [PLAYERNAME?] displays Player Character Name followed with "?"
  - [PLAYERNAME.] displays Player Character Name followed with "."
  - [PLAYERNAME...] displays Player Character Name followed with "..."
  - [PLAYERCAPS] displays Player Character Name in capital letters
  - [PLAYERCAPS!] displays Player Character Name in capital letters followed with "!"
  - [PLAYERCAPS?] displays Player Character Name in capital letters followed with "?"
  - [PLAYERCAPS.] displays Player Character Name in capital letters followed with "."
  - [PLAYERCAPS...] displays Player Character Name in capital letters followed with "..."
- improvements to adventure select screen
  - removed cache feature as Blitz3D already uses it
  - new adventures with new users can now be easily accommodated
- improvements to editor
  - highly improved custom content compiling, supports almost all types of custom content
  - compiling window now displays errors in red colour and warnings in yellow colour
- fixed Y/Z axis of cutscenes

v10.2.2
- fixed wrong prism logic bug
- fixed arrow on top of suc tube not being rotated

v10.2.1
- fixed cache-related bugs
- fixed shuttering or tearing in cutscenes

v10.2.0
- swapped all Object#$%() arrays for custom .woi (Wonderland Object Instance) type
- renamed Object to GameObject, Data to ObjData and Type to ObjType to avoid clashes with Blitz3D keywords
- unified object read/write code for editor and player
  - purged editor/editor-buildobjectmodel.bb, editor/editor-meshcontrol.bb and player/adventures/objects-meshcontrol.bb
  - adventure start button now checks if adventure was completed in ControlButton() instead of mesh code
- reworked object mesh creation/loading code
  - code is now shared between editor and player
  - objects are rendered in the editor the same way they appear in the player, just unanimated
  - tweaked mesh creation code to make gaps between surfaces much less visible
  - colour textures are now created from selected button texture and shared in the whole .wlv (uses multitexturing and second UV coordinate set)
  - custom textures applicable to block gates, flipbridges and transporters
  - all colours available for teleporters, gems, cuboids, laser gates and star trails
  - remastered textures for keycards, transporters and both conveyor types
  - stepping stones are available in all colours now because of the multitexturing approach
  - new spring texture displaying spring colour
  - if compiled with BlitzNG, bilinear filtering is removed for level textures (flag 1024)
  EXPECTED: colour 8+ teleporters don't have the colour texture animated, just the stars
  TO DO: keycard meshes already support 8+ colours but they lack inventory icons so colours 8+ are not enabled in the editor yet
- SubType 1 stepping stones and springs respond to all colour changers (SubType 0 stepping stones keep their 8-11 range for backward compatibility)
- Transporters with Data3 1/2 turn left/right like Pushbots, turning direction is displayed thanks to new mesh generation code and new texture
- changed the way custom meshes and object textures are loaded
  - instead of creating an individual copy of each custom texture objects now share them so each texture is loaded just once (saves tons of memory - huge performance improvement)
  - enabled ModelName modifier in the editor, made it work like custom texture (?ModelPath instead of !CustomModel and TextData0, backward compatibility preserved)
  - side effect of the latter: custom meshes can use custom textures without any problem now (see new Custom Tex preset)
  - removed Tex .wop presets and enabled TextureName in all default presets in their place
- unified slash characters, backslash '\' should be considered a special character from now on while forward slash '/' should be used for paths
- added Multi-Object mode in the editor
  - number of objects on tile displayed next to X,Y coordinates
  - Ctrl+Left Click places objects without deleting other objects on tile
  - Ctrl+Right Click cycles copies object parameters cycling through objects on tile
  - Ctrl+Del deletes last copied object from tile (just Del deletes all objects on tile)
- included GNU FreeMono font so font display is less OS-dependent
- added homing magic support
- fixed charged glove not loaded
- Added config reader
- Added OSE
  - Now you can modify general behaviour of an adventure using a file named 'options.ose' in the adventure folder
  - Currently only Global section and Version variable is supported
  - It specifies the game if it should run the adventure as it was in legecy editor or in new editor
- Custom content packing fixed, and also the game automatically copies the content in the required directories
- Unified all shared includes into three files
- added a secret feature
- new feature: now you can use hotkeys for saving/loading games
  - L+[NUMBER] loads the game from save slot [NUMBER] if it exists
  - Ctrl+[NUMBER] saves the game to slot [NUMBER]
- new "undo slot"
  - if you load a save, the current game is saved in "undo slot"
  - if you overwrite a save, then that save is saved in "undo slot"
  - to access the "undo slot", press L+U
- new option in settings to switch font
- toll gate now supports negative cost# values
- coin gate with negative cost# value will have its cost: PlayerCoins+Cost(or -Cost since it is negative)
- added custom cutscene feature
  - new editor ui for building cutscenes
  - cutscenes are saved in adventure dir with [NUMBER].cut
  - command 101 with data1 [NUMBER] of .cut file can call the cutscene
- custom adventures are now saved and loaded from cache
- fixed a number of bugs and also many improvements

v10.1.0
This is the exact copy of OLD v3.05 just with version changed to v10.1.0 
(see Pre-OpenWA Releases below)


-----------------------------------
Pre-OpenWA Releases
-----------------------------------
v3.01 (OLD)
-fixed 1809 lag and Wine Lag
-fixed corrupted profile bug
-added two general commands in ActivateCommand() function
-added Bounce magic in ControlSpellball() function
-added Talkable objects - code in ControlPlayerInGame(), OccupyObjectTile(), VacateObjectTile(), ControlObjects() object type 472
-fixed profile explode bug
-fixed stars background in adventure title screen when you launch any adventure from custom adventure select screen
-fixed strange cube in hub load and save load screens
-secret code changed, view credits to know more

v3.02 (OLD)
MERGE: added HumanGamer's mod
-talkable objects are now considered as NPCs and can move
-Null magic charges show different particle movements
-Colour adjuster in GloveCharge can now select Bounce magic and White Magic
-animated Rainbow Magic glovecharge in editor

v3.03 (OLD)
MERGE: added ALEXALEX976's widescreen mod
-added widescreen mod (ALEXALEX976)
-added support for bmp and png textures with transparency
-fixed "Couldn't load texture" bug for custom textures that does not exist
-object textures specified even with unofficial method are also visible!
-fixed jungle temple background in wonderfalls texture bug 

v3.04 (OLD)
MERGE: added ALEXALEX976's hub builder, custom glyph etc mod
MERGE: added Sammy_Bro's Barrel Magic and Prisms mod
-added custom maps (ALEXALEX976)
-added support for custom glyph and shard locations (ALEXALEX976)
-added test mode for adventures (ALEXALEX976)
-added logo support for custom hubs, just place wonderlandadventures.bmp in custom\hubs\yourhubname or in custom\editing\hubs\yourhubname and the hub builder will copy it to custom\hubs\yourhubname (ALEXALEX976)
-added blink barrels and prisms (Sammy_Bro)
-added new command 17 that changes level tile logic
-fixed function ChangeIntAccrossLevels (ALEXALEX976)
-changed Version Text in main menu, added some commented code
-added hub builder (ALEXALEX976)
-adventure and hub compiling with custom content
-fixed minor editor bug where the More adjusters button was not updated when grabbing objects
-data4 of general command 4 was originally intended to change any property of object across the levels (positive for adventures and negative for hubs) however it didn't worked in vanilla version for some reason. This is now fixed!

v3.05 (OLD, was actually in OpenWA but still considered as Pre-OpenWA)
-added LevelEdgeStyle 2 and 3 (border) (ALEXALEX976)
-added anti-magic
-fixed cmd 22
-fixed menu texts using large amount of triangles (MNIK)
-fixed improper render tweening
-restored Null Magic to its original functionality
-fixed a number of bugs with Barrel Magic and Prisms
-added new command 18 that changes object tile logic, data1 and data2 are X and Y coordinates and data3 is the object tile logic, this must be in power of two (e.g. it can be 2^0 + 2^1 = 3 and so on)
-added support for unpacking wa2 files with conversion of Red magic to Rainbow Magic and NPC glasses.
-added sorting of custom adventures by creator names and tag names
-particle system now supports coloring individual particles without a new texture for each color.
-made magic use the new particle color system
-made glove icons automatically get colored to the appropriate magic without extra textures
-reorganized magic code to be much easier to work with
  - Editing code for the color changes it in both the editor and player now
  - Split magic code into multiple functions
  - Put non-core magic code into it's own files
-changed appearance of rainbow magic
-moved shared code into it's own folder
-added separate file for utils
-implemented auto-copying of custom content
-implemented settings screen with four options
  - switching between fullscreen and windowed modes
  - switching between new and old editor ui
  - switching between new and old level formats
  - switching between compile custom content by default or not
-added support for *.png, *.tga and *.dds textures and fixed transparency issue (by Pawelec)
-added support for *.x and *.b3d models
-editor now loads with 32-bit colours
-changed locations of new assets
-finalizing the new version v3.05

Note: v10.01, v10.02, v10.03, v10.04 and v10.05 are respectively the "open-sourced" versions of v3.01, v3.02, v3.03, v3.04 and v3.05. These are NOT to be confused with post-OpenWA versions like v10.1.0.

III. WA Editor Old Versions
We also have old releases of WA Editor available.

WA Editor v10.3.2
Click here to download this release. Follow the instructions in ‘how_to_install.txt’ to install this release.

WA Editor v10.3.1
Click here to download this release. Follow the instructions in ‘how_to_install.txt’ to install this release.

WA Editor v10.3.0
Click here to download this release. Follow the instructions in ‘how_to_install.txt’ to install this release.

WA Editor v10.2.2
Click here to download this release. Follow the instructions in ‘how_to_install.txt’ to install this release.

WA Editor v10.1.0
Click here to download this release. Follow the instructions in ‘how_to_install.txt’ to install this release.


III. WA Editor Beta Versions
Wanna try the pre-release builds, go here: viewtopic.php?f=42&t=27861

IV. Credits
HumanGamer for
- creating WonderPlus compatibility
- making the WonderTeam on GitLab

Alex for
-adding commands 14 and 15
-widescreen support
-adding 2 new value at the end of master.dat and wlv
-adding test mode for testing adventures
-adding custom maps support
-adding custom commands for shards and glyphs
-adding logo support for custom hubs, just place wonderlandadventures.bmp in custom\hubs\yourhubname or in custom\editing\hubs\yourhubname and the hub builder will copy it to custom\hubs\yourhubname
-adding complete hubs and cutscenes support

Sammy_Bro for
-adding Barrel Magic
-adding Prisms

MNIK for
-fixing MAV in adventure select screen and incorrect triangle rendering bug
-additional help in testing
-continuing to work on OpenWA for adding more features and changes

Qloof234 for
-splitting up big files
-continuing to work on OpenWA for adding more features and changes

StinkerSquad01 for
-initially creating OpenWA repositary
-some tweaks in code

Pawelec for
- unifying mesh creation code for editor and objects
- many more things

ILoveWonderland for
-continuing to work on OpenWA for adding more features and changes

Enjoy!
Aryan
Last edited by Lazy Loof on Tue Aug 01, 2023 4:53 am, edited 21 times in total.
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samuelthx
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Re: WA Editor v3.02 Update

Post by samuelthx » Thu May 09, 2019 10:42 am

Aryan wrote:-added two more new commands: Command 14 changes magic and Command 15 gives magic
Isn’t CMD 14 supposed to change music?
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Re: WA Editor v3.02 Update

Post by Lazy Loof » Thu May 09, 2019 4:58 pm

samuelthx wrote:
Thu May 09, 2019 10:42 am
Aryan wrote:-added two more new commands: Command 14 changes magic and Command 15 gives magic
Isn’t CMD 14 supposed to change music?
I'm sorry but I can't understand what you mean?

There were no commands 14 and 15 in vanilla version of editor. If you mean a command that was there to do some change in music in vanilla version, then it would be command 12 which modifies pitch and volume of currently playing music. There was no such command in vanilla version that would change music.

Command 14 and 15 were added by Alex, these commands change the musics and magics of current levels.

Command 14 changes the music. Data1 is the number of .Ogg file to have the music changed. For eg, if you put Data1 as 8 then the music will be switched to 8.ogg I.e jungle music.

Command 15 gives magic to player with Data1 as number of magic as it appears in editor. Set 0 for Floing, 1 for Pow, 2 for Pop and so on.
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Re: WA Editor v3.02 Update

Post by PhoenixBlaze » Thu May 09, 2019 5:11 pm

In the original post you said command 14 in the update changed magic instead of music. That's what samuelthx was confused about.
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Re: WA Editor v3.02 Update

Post by Lazy Loof » Fri May 10, 2019 1:13 am

Ooooh!

Must have been a typing mistake, sorry!
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Re: WA Editor v3.03 Update

Post by Lazy Loof » Sun May 12, 2019 4:53 pm

WA EDITOR UPDATED TO V3.03

NOW FEATURING OFFICIAL SUPPORT FOR BMP AND PNG OBJECT TEXTURES WITH TRANSPARENCY!

How to use?
Simple. Now the editor requires you to enter filename plus extension. So for using "blueduck.png" type "blueduck.png" in place of Default in objects of custom model category and it will translate it to "UserData\Custom\Objecttextures\blueduck.png"

See main post for complete list of changes.
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Re: WA Editor v3.04 Update

Post by Lazy Loof » Sun May 19, 2019 2:54 pm

WA EDITOR UPDATED TO V3.04!

FEATURES ADDED:

1. NEW TEST MODE FOR ADVENTURES:When you are on the master screen press Ctrl+T or SAVE+TEST and you can immediately play your adventure! No more need to compile, get past the menus etc. anymore when testing adventures! :)
Also when you abort/exit/complete the adventure you will go back to the editor master screen of that adventure.

2. ADDED A HUB BUILDER: Yes, you can finally create hubs using the editor! :D I will write details later about this mode.

3. ADDED LOGO SUPPORT FOR CUSTOM HUBS: Just place wonderlandadventures.bmp in custom\hubs\yourhubname or in custom\editing\hubs\yourhubname and the hub builder will copy it to custom\hubs\yourhubname

4. ADDED BARREL MAGIC AND PRISMS: See new adventures on how to use them! Special thanks to Sammy_Bro (also known as micman) for adding these new gameplay elements!

5. ADDED NEW GENERAL COMMAND: Command 17 now changes tile logic. Data1 and Data2 are the X and Y coordinates of the tile respectively and Data3 is the tile logic you want it changed to. I'll write a list of supported values later.

6. ADDED SUPPORT FOR CUSTOM MAPS: For maps, you need nine files, mappiece0.bmp texture for slot when current map is not collected and mappiece1.bmp to mappiece8.bmp for each map slot. Place them in UserData\Custom\Maps\[NAME] folder. Now in editor Advanced Options, type [NAME] in Map field and the game will read those files...
See the UserData\Custom\Maps\Fire Island if you don't understand what i mean

7. ADDED SUPPORT FOR CUSTOM GLYPH AND SHARD COMMANDS: View editor "Advanced Options" by clicking in Adv. Options and you'll see that you can add specific general command for each shard and glyph. 0 is for Red Shard, 1 is for Orange Shard, 2 is for Yellow Shard and so on.
Similarly, for glyphs, 0 is for Fire, 1is for Ice, 2 is for Time, 3 is for Friend and 4 is for Home glyphs.


FIXED BUGS:
-fixed minor editor bug where the More adjusters button was not updated when grabbing objects
-data4 of general command 4 was originally intended to change any property of object across the levels (positive for adventures and negative for hubs) however it didn't worked in vanilla version for some reason. This is now fixed!


See main post for credits and downloads! Along with that the credits in-game are also updated with the users who created the mods. Thank you again!
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Re: WA Editor v3.04 Update

Post by nasko222 » Tue Jun 04, 2019 6:41 pm

how to get the widescreen ?????
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Re: WA Editor v3.04 Update

Post by Lazy Loof » Wed Jun 05, 2019 3:59 pm

nasko222 wrote:
Tue Jun 04, 2019 6:41 pm
how to get the widescreen ?????
Here are the steps: (make sure to install v3.04 first! BTW you should wait for a few days more before trying out this version as v3.05 is releasing soon with many bug fixes)
STEP 1: Head into your WA Editor folder (the directory in which you have installed WA Editor)
STEP 2: Open "UserData" folder
STEP 3: Find and delete the file "display.wdf"
STEP 4: Get back to WA Editor folder
STEP 5: Find and launch the player.exe file and click on the resolutions - after 1024x768x32 you must get widescreen resolutions like 1280x760x32, 1366x768x32, 1920x1080x32
STEP 6: Now click "Play!"
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Re: WA Editor v3.04 Update

Post by nasko222 » Thu Jun 06, 2019 9:16 am

yea i noticed some bugs. Some of them is with magic. Before we were able to place barrels over water. Also the zbot guardians don't make any sound when shooting
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Re: WA Editor v3.04 Update

Post by Lazy Loof » Thu Jun 06, 2019 12:05 pm

nasko222 wrote:
Thu Jun 06, 2019 9:16 am
yea i noticed some bugs. Some of them is with magic. Before we were able to place barrels over water. Also the zbot guardians don't make any sound when shooting
Yea, all of them are already fixed. And v3.05 should be faster and smoother than older versions.

It should be released within a couple of days.
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Re: WA Editor v3.04 Update

Post by nasko222 » Thu Jun 06, 2019 7:31 pm

hey... I have problems. My pc freezes and crashes when using the editor.... It never crashed before and its new pc. I watch youtube songs while editing levels. Help ??? (OS: Windows 10 1803)
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Re: WA EDITOR UPDATES (LATEST V3.05 OUT)

Post by Lazy Loof » Sat Jun 15, 2019 1:02 pm

WA EDITOR UPDATED TO V3.05!

Yay! WA Editor is now updated to v3.05 with many new features and fixes!
Special thanks to the developers at WonderTeam for their extraordinary work at WA Editor which will keep us regularly updated with new features!

1. Features
  • Custom Bordered Background Support
  • Magic Dischargers that remove magics of specific types
  • New command 18 that changes object tile logic, data1 and data2 are X and Y coordinates and data3 is the object tile logic, this must be in power of two (e.g. it can be 2^0 + 2^1 = 3 and so on)
  • Support for unpacking wa2 files with conversion of Red magic to Rainbow Magic and NPC glasses
  • Sorting of custom adventures by creator names and tag names
  • Support for png, tga and dds textures with transparency
  • Support for *.x and *.b3d models
  • Custom Content Compiling
2. Improvements
  • Fixed too much rendering of triangles in text causing slowdowns and MAVs (mostly in Adventure select screen)
  • Fixed improper render tweening that makes game a bit jerky on some computers
  • Restored Null Magic to its original functionality
  • Fixed a number of bugs with Barrel Magic and Prisms
  • Improvements and additions to particle system for gloves
  • Improvements and additions to Glove Icons
  • Changed appearance of rainbow magic
  • Improvements and changes made to Editor UI
  • New Settings screen in editor
  • Editor now loads with 32-colours depth
3. Download and Install
Download the updates files from here: http://archive.zbots.space/WAE/WA_Editor_v305.zip
Unzip the file, and copy all stuff into your WA3E directory.

4. Bug Reports
Got a bug! Feel free to report here.

Hope you enjoy!
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Re: WA EDITOR UPDATES (LATEST V3.05 OUT)

Post by Lazy Loof » Wed Jul 10, 2019 3:39 pm

I have re-updated the zip file with the missing turret asset which caused "Couldn't load texture" error.

But I am surprised that I only got reports by two users on Discord, no reports about that here... looks like the forum is dead now. :(
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Re: WA EDITOR UPDATES (LATEST V10.1.0 OUT)

Post by Lazy Loof » Sun Jul 21, 2019 5:51 am

WA EDITOR VERSIONING SCHEME CHANGED!

So now, the versioning scheme of the WA Editor releases by OpenWA is changed, provided the drawbacks due to v3.0x releases of WA Editor versions. (Don't ask why it was used :twisted: )

1. New Versioning Scheme
Now the editor follows this versioning: 10.X.Y
where:
10 = constant number depicting OpenWA releases
X = incremented for every major feature upgrades
Y = incremented for every minor/major tweaks and fixes (quality updates)
If you want, you may also refer to future versions of WA Editor as OWA X.Y or simply OpenWA X.

For instance, if the current version is 10.2.4:
- 10 is the constant number which depicts the release is OpenWA open sourced release
- 2 is the number of the second major feature upgrade after 10.1.0
- 4 is the number denoting that the provided version is the fourth quality update made to the major feature upgrade 10.2

It may be said in posts in PCPuzzle/Discord as:
- OpenWA 2.4 release
- OpenWA 2 release
- OWA 2.4 release
- OWA 2 release
- WA3E 2.4 release
- WA3E 2 release
- And any other naming you like, but everybody should use that

2. WA Editor beta releases versioning scheme
Since we also have our Beta releases section for advanced users to try out the new features, the versioning scheme should not be different here too. And hence, the same versioning scheme will be followed as given above, but with small change.

Now the beta editor follows this versioning: 10.X.Y-beta.Z
where:
10 = constant number depicting OpenWA releases
X = incremented for every major feature upgrades
Y = incremented for every minor/major tweaks and fixes (quality updates)
Z = beta release number

For instance, the beta releases for feature upgrade 10.3.0 would be 10.3.0-beta.1, 10.3.0-beta.2 etc, and then when all is set the final official release version 10.3.0 would be released.

3. WA Editor v10.1.0 release
We are now releasing our first WA Editor build with the new versioning scheme.
It is actually the clone of v3.05 just with version number upgraded to 10.1.0.
And hence, 10.1.0 should now be considered as the first official OpenWA editor build release.

I have also suffixed all "v3.0x" releases to "v3.0x (OLD)" so as to avoid confusions between new and old releases.
Also you might have noticed the "v10.0x" versions came up by me in Open Source forums, those were the "open-sourced" versions of their respective "v3.0x" releases and hence should NOT be confused with the new versioning scheme which starts from 10.1.0.

Hope you like this new versioning scheme!
Aryan
Last edited by Lazy Loof on Sat Apr 25, 2020 4:39 am, edited 2 times in total.
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Re: WA EDITOR UPDATES (LATEST V10.1.0 OUT)

Post by anklejbiter » Sun Sep 01, 2019 8:26 am

Interesting. so I assume this will change the way the "broken" magic works, ie. homing spells, old pow, white magic, stuff like that. It appears to have fixed many bugs, and improved jittery-ness which is something I'm dealing with. There also appear to be new commands, I'd like some sort of text file that describes them well so either I make my own or there's already one. If that's the case, is there any chance someone here could provide me with a link? thanks!

This looks good! well done, guys!

P.S. I see PheonixBlaze is a man of culture :wink:
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Re: WA EDITOR UPDATES (LATEST V10.2.0 OUT)

Post by Lazy Loof » Mon Oct 21, 2019 1:20 pm

WA EDITOR UPDATED TO V10.2.0
Yep, the new release of the editor is ready with many more new things!

1. Features Since 10.1.0
  • You can now select almost any colour between 0-15 for teleporters, gems, cuboids, laser gates and star trails
  • Bridges and springs are now available in all the colours
  • Custom textures applicable to block gates, flipbridges and transporters
  • There are now two types of bridges: one with SubType 1 that respond to colour changes and SubType 0 for backward compatibility
  • Enabled ModelName modifier in the editor, made it work like custom texture - ?ModelPath instead of !CustomModel and TextData0, backward compatibility preserved
  • Side effect of the latter: custom meshes can use custom textures without any problem now (see new Custom Tex preset)
  • Removed Tex .wop presets and enabled TextureName in all default presets in their place
  • Added Multi-Object mode in the editor
    • number of objects on tile displayed next to X,Y coordinates
    • Ctrl+Left Click places objects without deleting other objects on tile
    • Ctrl+Right Click cycles copies object parameters cycling through objects on tile
    • Ctrl+Del deletes last copied object from tile (just Del deletes all objects on tile)
  • Added homing behavior added for spellballs
  • Added OSE (Open Source Extension) i.e you can set custom configurations for adventures by using a script file similar to INI
    • Now you can modify general behavior of an adventure using a file named 'options.ose' in the adventure folder
    • Currently only Global section and Version variable is supported
    • It specifies the game if it should run the adventure as it was in legacy editor or in new editor
  • New secret feature (PM Aryan on how to use that)
  • Now you can use hotkeys for saving or loading games
    • L+[NUMBER] loads the game from save slot [NUMBER] if it exists
    • Ctrl+[NUMBER] saves the game to slot [NUMBER]
  • New "undo slot"
    • If you load a save, the current game is saved in "undo slot"
    • If you overwrite a save, then that save is saved in "undo slot"
    • To access the "undo slot", press L+U
  • New option to switch font in Settings screen
  • Toll gate now supports negative cost# values
  • Coin gate with negative cost# value will have its cost: PlayerCoins+Cost(or -Cost since it is negative)
  • Added custom cutscene feature
    • new editor ui for building cutscenes
    • cutscenes are saved in adventure dir with [NUMBER].cut
    • command 101 with data1 [NUMBER] of .cut file can call the cutscene
  • custom adventures are now saved and loaded from cache
2. Improvements Since 10.1.0
  • Lots of tweaks and bug fixes
  • Unified object read/write code for editor and player hence objects appear same in both editor and player
  • Colour textures are now created from selected button texture and shared in the whole .wlv
  • Remastered textures for keycards, transporters and both conveyor types
  • All the custom textures are loaded only once and shared between the objects (huge performance improvement)
  • Object Oriented Programming used for objects which speeds up editor (player needs testing)
  • Included GNU FreeMono font so font display is less OS-dependent
3. Download And Install
Click here to download this release.
Follow the instructions in ‘how_to_install.txt’ in the zip file to install the update.

4. Bug Reports
Got a bug! Feel free to report here.

Hope you enjoy!
Aryan
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Re: WA EDITOR UPDATES (LATEST V10.2.1 OUT)

Post by Lazy Loof » Tue Oct 29, 2019 2:01 pm

QUALITY UPDATE: 10.2.1

This fixes two bugs present in the initial release:
- fixed cache-related bugs
- fixed graphical issues in cutscenes

Hope you enjoy!
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Re: WA EDITOR UPDATES (LATEST V10.2.2 OUT)

Post by Lazy Loof » Sun Dec 01, 2019 10:57 am

QUALITY UPDATE: 10.2.2
This fixes two bugs present in the previous releases:
- fixed wrong prism logic bug
- fixed arrow on top of suc tube not being rotated

Hope you enjoy!
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Re: WA EDITOR UPDATES (LATEST V10.3.0 OUT)

Post by Lazy Loof » Fri May 22, 2020 3:59 am

WA EDITOR UPDATED TO V10.3.0
Yep, the new release of the editor is ready with many more new things!

1. Features Since 10.2.0
  • Secret Feature now disclosed!
    • You can switch between WA1/WA2/WA3 simply by using the same wg.exe
    • This feature is known as "Game Switch" (if you have another nice name please share :) )
    • Check "how_to_gameswitch.txt"
  • New NPC Wee Stinkers
    • These Wee Stinkers use regular Stinker NPC model instead of their original MD2 models
    • You can set their body, hats and accessories too
    • New WOP: NPC/Wee Stinker 2.wop
  • Added level/dialog delete functionality to the editor
    • Hold delete key while clicking on a level/dialog to delete it
    • Files are not deleted but renamed with the .bak extension
  • New "complete hubs" functionality
    • You can now create complete hubs with their own menus, savefiles, players and other stuff
    • Hub wlvs can be given saved names
    • Advanced functionality in editor for "complete hubs"
    • New exe "hubmanager.exe" for managing complete hubs
  • You can now give special "character name" to your stinker
  • You can now use some keywords in dialogs for displaying player character name
    • [PLAYERNAME] displays Player Character Name
    • [PLAYERNAME!] displays Player Character Name followed with "!"
    • [PLAYERNAME?] displays Player Character Name followed with "?"
    • [PLAYERNAME.] displays Player Character Name followed with "."
    • [PLAYERNAME...] displays Player Character Name followed with "..."
    • [PLAYERCAPS] displays Player Character Name in capital letters
    • [PLAYERCAPS!] displays Player Character Name in capital letters followed with "!"
    • [PLAYERCAPS?] displays Player Character Name in capital letters followed with "?"
    • [PLAYERCAPS.] displays Player Character Name in capital letters followed with "."
    • [PLAYERCAPS...] displays Player Character Name in capital letters followed with "..."
2. Improvements Since 10.2.0
  • Fixed bugs:
    • Player is now launched in correct resolution in test mode
    • Fixed wrong Zbots direction
    • Fixed black map in hub adventures
    • Fixed conveyors not displayed correctly
    • Fixed "WELL DONE" and "OH NO" disappearing in adventure won/lost screen
    • Fixed bugs in adventure select screen
    • Fixed custom models not verified correctly
    • Fixed and improved custom content compiling
    • Fixed springs for WA1/WA2/WA3
    • Fixed newer custom models not being able to load textures
    • Fixed cage.wop
    • Fixed spellballs appearing a bit darker than they were used to be
    • Fixed keycards, gates, buttons, transporters for some levels (MNIK's levels will now work :twisted: )
    • Fixed CustomModel/CustomTex.wop
    • Fixed newer custom models not animating
    • Fixed custom models changing their position whenever any object was destroyed
    • Fixed old adventures not recognized as new
    • Fixed MAV when loading a savefile which was saved when magic glove was active
    • Fixed editor automatically adding "DefensePower" adjuster while grabbing NPCs
    • Fixed Y/Z axis of cutscenes
  • Improvements to adventure select screen
    • Removed cache feature as Blitz3D already uses it
    • New adventures with new users can now be easily accommodated
  • Improvements to editor
    • Highly improved custom content compiling, supports almost all types of custom content
    • Compiling window now displays errors in red colour and warnings in yellow colour
3. Download And Install
Click here to download this release.
Follow the instructions in ‘how_to_install.txt’ in the zip file to install the update.

4. Bug Reports
Got a bug! Feel free to report here or contact me through PMs!

Hope you enjoy!
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Re: WA EDITOR UPDATES (LATEST V10.3.0 OUT)

Post by rainbowmon » Fri May 22, 2020 2:55 pm

Question: I have the Midnight Synergy website versions of most of the games, but for WA and MoFI, I have the Big Fish versions. Will game switching work with those, or is it only possible for the MS website versions?
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Re: WA EDITOR UPDATES (LATEST V10.3.0 OUT)

Post by Lazy Loof » Fri May 22, 2020 3:19 pm

rainbowmon wrote:
Fri May 22, 2020 2:55 pm
Question: I have the Midnight Synergy website versions of most of the games, but for WA and MoFI, I have the Big Fish versions. Will game switching work with those, or is it only possible for the MS website versions?
Well yeah it should work, assuming that Big Fish versions have same assets as in MS website versions.
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Re: WA EDITOR UPDATES (LATEST V10.3.0 OUT)

Post by Lazy Loof » Sat May 23, 2020 4:38 am

Lazy Loof wrote:
Fri May 22, 2020 3:19 pm
rainbowmon wrote:
Fri May 22, 2020 2:55 pm
Question: I have the Midnight Synergy website versions of most of the games, but for WA and MoFI, I have the Big Fish versions. Will game switching work with those, or is it only possible for the MS website versions?
Well yeah it should work, assuming that Big Fish versions have same assets as in MS website versions.
Ok it will work for WA2 and WA3 but not WA1, because of a full version check implemented in Hub Manager. If you want to run WA1, I can PM you what to do.
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Re: WA EDITOR UPDATES (LATEST V10.3.0 OUT)

Post by rainbowmon » Sat May 23, 2020 2:59 pm

Yeah, I'd appreciate that.
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Re: WA EDITOR UPDATES (LATEST V10.3.0 OUT)

Post by rainbowmon » Sat May 23, 2020 4:45 pm

Got it up and running now. Two things.

1. I almost didn't see where I needed to click to Game Switch. Perhaps making that text a little bit brighter (and maybe moving it next to the Display Options) would make it more apparent? Not too big of an issue though...

2. I noticed that while WA2 and 3 have obvious episode "codenames," so to speak, being MOFI and POTZ respectively. However, WA1 is labeled QFRS. Out of curiosity, where does that abbreviation come from?
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Re: WA EDITOR UPDATES (LATEST V10.3.0 OUT)

Post by Lazy Loof » Sun May 24, 2020 3:23 am

rainbowmon wrote:
Sat May 23, 2020 4:45 pm
1. I almost didn't see where I needed to click to Game Switch. Perhaps making that text a little bit brighter (and maybe moving it next to the Display Options) would make it more apparent? Not too big of an issue though...
Yeah that can be confusing for a few users, I'll see if I could do anything with it. Though I may not move it next to Display Options as it would require changing the loader image.
rainbowmon wrote:
Sat May 23, 2020 4:45 pm
2. I noticed that while WA2 and 3 have obvious episode "codenames," so to speak, being MOFI and POTZ respectively. However, WA1 is labeled QFRS. Out of curiosity, where does that abbreviation come from?
QFRS stands for "Quest For The Rainbow Shards". Actually that was put as title of WA1 in the code by MS himself, here (player.bb):

Code: Select all

Global WAEpisode=0			; 0-editor 
				   	; 1-Quest For the Rainbow Shards
					; 2-Mysteries of Fire Island
					; 3-Planet of the Z-Bots
I am 99.99% sure he did that when he started to work on MOFI, to keep WA1 stuff and that remained unchanged in POTZ and editor.
And hence it was unofficially codenamed "QFRS" by us and used "as-is" in the launcher and code to refer to WA1. Although, I don't really like this codename tbh and that could be modified in future.
I'd recommend everyone not use that codename at all, WA1 is better to be known as "WA1" only. :lol:
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Re: WA EDITOR UPDATES (LATEST V10.3.0 OUT)

Post by rainbowmon » Sun May 24, 2020 3:28 am

...I actually do kinda like that name, though I suppose I can see how it'd be confusing, especially given how obscure that name is.
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Re: WA EDITOR UPDATES (LATEST V10.3.0 OUT)

Post by Lazy Loof » Sun May 24, 2020 3:37 am

Well actually QFRS (or sometimes also called "QFTRS") is hard to pronounce, MOFI and POTZ are easier. :P
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Re: WA EDITOR UPDATES (LATEST V10.3.1 OUT)

Post by Lazy Loof » Mon Jun 22, 2020 5:06 am

QUALITY UPDATE: 10.3.1
Download: http://archive.zbots.space/WAE/OpenWA_10.3.1_win32.zip
VirusTotal Scan Result: https://www.virustotal.com/gui/file/dd7 ... 4fde6e5b65

This fixes six bugs present in the initial release:
- fixed complete hub manager MAVs when trying to install custom content
- fixed complete hub manager does not delete WAC files after installation
- fixed CMD 4 Data4 does not work for hubs
- fixed WACs being removed from hub manager after any hub was installed
- fixed complete hub manager not installing the complete hub properly if launched with "Open With" menu
- fixed ice troll freezing in MOFI

Along with this I have added a new Data3 to CMD 15 which if 1 gives you homing version of the magic. This in turn fixes the homing magic automatically enabled if you use CMD 15 after using any previous homing magic.

Hope you enjoy!
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Re: WA EDITOR UPDATES (LATEST V10.3.2 OUT)

Post by Lazy Loof » Fri Nov 19, 2021 11:46 am

QUALITY UPDATE: 10.3.2
Download: http://archive.zbots.space/WAE/OpenWA_10.3.2_win32.zip
VirusTotal Scan Result: https://www.virustotal.com/gui/file/bfd ... a63e4634ba

This fixes thirteen bugs present in the previous release:
- fixed changing teleporter color causing teleporter meshes to freak out and go all over the place
- fixed popping conveyors causing crash
- fixed hotkeys saving game during area transitions, dialogs or inventory open
- fixed custom adventure select screen messing up after pressing ESC in custom delete menu
- fixed texture name being changed instead of model name when on root path
- fixed custom adventure list showing "YES" on uncompleted adventures
- fixed midnight vault not allowing magic in WA1/WA2
- fixed new stuff not being able to be used in WA1/WA2/WA3
- fixed child entity not found crash in gates/bridges/suctubes/etc due to model swaps
- fixed texture of sky machine map wop and also added TextureName adjustor to it
- fixed Data3 not enabled in transporter wop
- fixed conveyors not showing proper turns when colour changed
- fixed command 22 not activating unless dialog is already executed

Along with this I have added reverse tentacles from Alex's mod (objectype is the same as regular tentacles but subtype is 1 instead of 0) and also save name locations for WA1.

Hope you enjoy!
Aryan
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