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)
- 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)
- 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)
Code: Select all
====================
Changelog:
====================
-----------------------------------
Post-OpenWA Releases
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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)
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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