WA EDITOR UPDATES (LATEST V10.6.0 OUT)

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Lazy Loof
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WA EDITOR UPDATES (LATEST V10.6.0 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 v10.6.0.

A. Download and Installation
Download: https://wonderlandcommunity.com/openwa/ ... _win32.zip
VirusTotal Scan Result: https://www.virustotal.com/gui/file/8ea ... ?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
  • 10.6.0
    • Initial Release (see below for complete changes)
2. Features Since 10.6.0
  • See changelog attached below
3. Improvements Since 10.3.0
  • Fixed bugs
    • Max object count per wlv is now 1024 (1020 + the player, their shadow, and their 2 accessories) (MNIK)
    • Significantly faster save/load times by automatic cleaning of the PlayerProfiles/"PlayerName"/Current directory when exiting the game
    • Autosave is significantly faster when moving between WLVs
    • Autosave now works correctly in hubs
    • Fixed MAV when a custom sfx is played via CMD 11 (local sfx)
    • Fix CMD 41/42 not working correctly when there is no object to duplicate
    • Fixed regular barrel magic creating linked barrels
    • Fixed alt-tabbing to minimize the game making the game think the ALT key is still being held down when the game is in focus again
      • Note that the alt key will need to be pressed twice to be able to be used again once the game window is in focus again
    • A couple more shadow fixes
    • Music in an adventure loads only after Autosave is finished
    • Fixed Camera Commands not resetting between adventures
    • Fixed Camera Command values saving/loading correctly
    • Fixed brr pads being destroyed in non-water gates
    • Fixed particle effects for grow flower and floing bubble destruction
    • Less lag for wlvs with spell balls or moobots
    • Many compatibility fixes for old WAv096 adventures
      • Old music packs can be played in the new Data/musicv096 folder
      • Tile Logic 6 (which was Logic 5 in v096) now works correctly
      • Cage Blinking glitch
      • Negative Magic
      • WA1 Brr behavior
      • Turtles immune to fire traps
      • Pow can't be targeted on tiles with wall or water logic
      • Correct stinker greeting voices
      • Crimson magic has correct color
      • Crimson magic works when shot from fireflowers
      • Correct accessories load for Stinker models
      • To play an adventure in WAv096 compatibility mode, either copy the options.ose file included with the executables into the adventure folder, or decompile the adventure from a .wa2 file
  • Water gates are now created by setting the gate's Data3 value to 2 (rather than 1; this was done to ensure backwards compatibility for some old adventures)
4. Changes made from starting

Code: Select all

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

-----------------------------------
Post-OpenWA Releases
-----------------------------------
v10.6.0
- fixed bugs
  - Max object count per wlv is now 1024 (1020 + the player, their shadow, and their 2 accessories) (MNIK)
  - Significantly faster save/load times by automatic cleaning of the PlayerProfiles/"PlayerName"/Current directory when exiting the game
  - Autosave is significantly faster when moving between WLVs
  - Autosave now works correctly in hubs
  - Fixed MAV when a custom sfx is played via CMD 11 (local sfx)
  - Fix CMD 41/42 not working correctly when there is no object to duplicate
  - Fixed regular barrel magic creating linked barrels
  - Fixed alt-tabbing to minimize the game making the game think the ALT key is still being held down when the game is in focus again
    - Note that the alt key will need to be pressed twice to be able to be used again once the game window is in focus again
  - A couple more shadow fixes
  - Music in an adventure loads only after Autosave is finished
  - Fixed Camera Commands not resetting between adventures
  - Fixed Camera Command values saving/loading correctly
  - Fixed brr pads being destroyed in non-water gates
  - Fixed particle effects for grow flower and floing bubble destruction
  - Less lag for wlvs with spell balls or moobots
  - Many compatibility fixes for old WAv096 adventures
    - Old music packs can be played in the new Data/musicv096 folder
    - Tile Logic 6 (which was Logic 5 in v096) now works correctly
    - Cage Blinking glitch
    - Negative Magic
    - WA1 Brr behavior
    - Turtles immune to fire traps
    - Pow can't be targeted on tiles with wall or water logic
    - Correct stinker greeting voices
    - Crimson magic has correct color
    - Crimson magic works when shot from fireflowers
    - Correct accessories load for Stinker models
    - To play an adventure in WAv096 compatibility mode, either copy the options.ose file included with the executables into the adventure folder, or
      decompile the adventure from a .wa2 file
  - Fixed code so that vscode extension for Visual Studio can work (Lazy Loof)
- Water gates are now created by setting the gate's Data3 value to 2 (rather than 1; this was done to ensure backwards compatibility for some old adventures)
- A -2 value for an object's Linked attribute specifies the Player for the object to link to
- A -2 value for a CMD4 Data1 value specifies the Player for the CMD4 to act on
- CMD 126 update: Data2 values of 4,5,6 are the same as Data2 value of 1,2,3, respectively, but 4,5,6 plays the animations at 1/100th of the speed
- Super Prisms (idea/texture by the W+ team, programmed in OpenWA by joseppey)
  - Prisms with Data0 value of 1
  - Like regular prisms, but they aren't destroyed when a spell ball enters/exits the prisms
- New Void Options
  - If a void object's Data3 value is set to 1, no earthquake will be triggered when the void activates
  - A void object's Data4 value can be used to set the sfx that plays when the void activates
    - A data4 value of 0 plays the default sfx
    - A data4 value greater than 0 but less than 1000 plays the corresponding (technically Data4 minus 1) sfx in the Data/Sound or Data/NewSounds folder
    - A data4 value 1000 or greater plays a custom sfx
- CMD4 can now be used on string attributes
  - Use TextData0 instead of Data3 to change a string attribute (In the MNIKEditor, TextData0 can be set by ctrl+left on the empty line directly below the Data9 adjuster) 
  - The following lists which Data2 values change an object's attributes (for string attributes)
    - 103: ModelName; 104: TextureName; 105: TextData0; 106: TextData1; 107: TextData2; 108: TextData3; 109: FutureString1; 110: FutureString2
  - If changing an object's model or texture, it might be necessary to change another attribute of the object first to prevent a MAV
    - For example, if changing an object's model to !NPC, make sure the object's Data0-9 values are in a range that won't cause a MAV from loading an invalid skin/accessory file
  - Note that CMD4 CANNOT change string attributes for an object in a different WLV
  - The Midnight Vault CAN be used to use CMD4 on string attributes - just backspace then type in the values like with any other command
- CMD 127/128: Add/Remove from Inventory
  - CMD 127 Adds an item to the player's inventory
    - Data1 indicates the item's function
    - Data2 is the item's ID
    - Data3 is the item's texture
    - TextData0 is the item's name
    - TextData1 is the item's description (when the cursor hovers on the inventory item)
    - This command can be used by either a General Command button or via the Midnight Vault
  - CMD 128 Removes an item from the player's inventory
    - Data1 is the ID of the item(s) to be removed
- Clone Magic (nasko222)
  - Magic with Data0 value of 16
  - Like Flash Magic, but when used on an object, Clone Magic will not cause the original object to disappear; the object at (1,1) is a new object
- Logic Gates (nasko222 and joseppey)
  - Color Block gates with logic determined by the gate's Data4 value
  - For Data4, 0 is a regular gate, 1 is a NOT gate, 2 is an AND gate, 3 is an OR gate, 4 is an XOR gate, 5 is a NAND gate, 6 is a NOR gate, 7 is an XOR gate
  - A NOT gate is a just like a regular gate with reverse logic (for instance pressing a corresponding square button will raise the gate instead of lowering it)
  - The other logic gate types are associated with two colors
    - The first color is determined by the ID (as usual) 
    - The second color is determined by the gate's Data5 and Data6 values, which correspond to the second color and subcolor respectively
    - For example, if a gate has a Data4 value of 2, an ID of 500, and Data5 value of 2, both red AND yellow buttons must be pressed to lower the gate
    - The colors on logic gates become dark to indicate if a button with that respective color has been pressed
    - Color changer buttons change the logic gates left color (the color determined by ID)
  - Keys can also be used on a closed logic gate to change its status
  - Note: it is recommended that you set NOT, NAND, NOR and XNOR gates to be initially inactive (open) or their initial behavior may have unintended effects
- Integer Setter and Variable Conditioning (nasko222)
  - Integer Setter
    - The WOP can be found under the new "Triggers" category
    - Used to set the value of many global variables 
    - The Integer Setter object is activated, setting a variable, via a CMD1
    - Data0 is used to select the specific variable to be changed; see below for a list of corresponding values
    - Data1 and Data2 are used to specify certain variables for certain Data0 values
      - Data1 is used with Data0 values 72,73,90,91,92,105,110-117, 201-204, and 211-219
      - Data2 is used with Data0 values 201-204 and 218
    - Data4 is the value that will be set
    - Data9 value 0 allows it to be repeatably triggered, value 1 makes it once-use, value 2 makes it inactive
    - For example, setting Data0 to 28 and Data4 to 600 sets PlayerLavaTimer=600, making the player immediately very hot!
  - Variable Conditioning
    - The WOP can be found under the new "Triggers" category
    - Used to create a conditional statement that triggers a Command if the condition is met
    - The Variable Conditioning object is always active (no additional CMD1 is necessary to activate it)
    - Data0 is used to select the specific variable to be changed; see below for a list of corresponding values
    - Data1 and Status are used to specify certain variables for certain Data0 values
      - Data1 is used with Data0 values 72,73,90,91,92,105,110-117, 201-204, and 211-219
      - Status is used with Data0 values 201-204 and 218
    - Data2 is the value to check
    - Data3 is the condition; 
      - Data3 corresponding values: -1: Not Equal to; 0: Less Than; 1: Less Than or Equal to; 2: Equal to; 3: Greater Than or Equal to; 4: Greater Than
    - Data4 is the CMD number that activates when the condition is met
    - Data5 is the CMD Data1
    - Data6 is the CMD Data2
    - Data7 is the CMD Data3
    - Data8 is the CMD Data4
    - Data9 value 0 allows it to be repeatably triggered, value 1 makes it once-use, value 2 makes it inactive
    - For example, setting Data0 to 22, Data2 to 6, Data3 to 2, Data4 to 2, and Data5 to 530 opens purple gates (ID 530) when CurrentSpell=6 (when gloves are charged with blink magic)
    - Another example, setting Data0 to 40, Data2 to 33, Data3 to 0, Data4 to 1, and Data5 to 510 closes yellow gates (ID 510) when NofBabyBoomersInAdventure<33   
  - The following lists the global variables and their corresponding Data0 values
    - (X) indicates Data1 value; (X,Y) indicates Data1 and Data2/Status value
    - 0: GameMode; 1: OldGameMode; 2: LevelTimer; 3: AdventureTimer; 5: LightRed; 6: LightGreen; 7: LightBlue; 10: DelayCommand; 11: DelayData1; 12: DelayData2; 13: DelayData3; 
      14: DelayData4; 20: CurrentReplayAdventure; 21: SpellActive; 22: CurrentSpell; 23: CurrentCharm; 24: CurrentSpellPower; 25: CurrentLightPower; 26: HomingActive; 27: IndigoActive; 
      28: PlayerLavaTimer; 29: CloneMagicStatus; 30: NofWeeStinkersInAdventure; 31: NofWeeStinkersFollowing; 32: NofWeeStinkersFollowingLast; 33: NofScrittersInAdventure; 
      34: NofCrabsInAdventure; 35: NofFireflowersInAdventure; 36: NofZBotisInAdventure; 37: NofZBotNPCSInAdventure; 38: NofGemsInAdventure; 39: NofBricksInAdventure; 40: NofBabyBoomersInAdventure; 
      41: NofFloingBubbles; 42: GlobalGrowFlowerCounter; 43: GlobalFloingBubbleCounter; 46: LevelMusic; 47: LevelWeather; 48: LightningStorm; 49: PlayerLevelStartingYaw; 51: PlayerObject; 
      52: StinkerObject; 53: PlayerTalkToGoalObject; 54: LastPlayerControl; 61: PlayerTextureBody; 62: PlayerAcc1; 63: PlayerAcc2; 64: PlayerTexAcc1; 65: PlayerTexAcc2; 66: PlayerVoice; 
      67: PlayerPitch; 72: MapPieceFound(X); 73: MysteryNumber(X); 74: WA3BlueFlower; 75: WA3BlueFlowerStatus; 80: PlayerCoins; 81: PlayerCoinsCollected; 82: PlayerGems; 83: PlayerStars; 
      84: PlayerScore; 85: InventorySize; 86: NofInventoryItems; 90: InventoryItem(X); 91: InventoryID(X); 92: InventoryTexture(X); 93: InventorySwapItem; 94: InventorySwapIcon; 101: ShardsAreActive; 
      102: ShardHitCounter; 103: ShardLastHit; 104: ShardMelodyTimer; 105: Shard Melody(X); 110: AdventureCompleted(X); 111: AdventureCompletedTime(X); 112: AdventureCompletedGems(X); 
      113: AdventureCompletedGemsTotal(X); 114: AdventureCompletedCoins(X); 115: AdventureCompletedCoinsTotal(X); 116: AdventureCompletedScore(X); 117: AdventureSecretStar(X); 
      120: CurrentAdventureGems; 121: CurrentAdventureCoins; 122: CurrentAdventureTime; 123: CurrentAdventureScore; 124: ReplayAdventureGemsBetter; 125: ReplayAdventureCoinsBetter; 
      126: ReplayAdventureScoreBetter; 127: PreReplayAdventureLevel; 128: PreReplayAdventureX; 129: PreReplayAdventureY; 150: IsThereAFlipBridge; 151: CageBlinking; 152: MOFIAlphaGrowFlower; 
      153: NegativeDestructive; 154: WA1BRR; 155: WA096Fireproof; 156: LegacyPOWCheck; 201: LevelTileLogic(X,Y); 202: ObjectTileLogic(X,Y); 203: FlipBridgeTile(X,Y); 204: FlipBridgeHeight(X,Y); 
      211: AStarOpen(X); 212: AStarF(X); 213: AStarG(X); 214: AStarH(X); 215: AStarParent(X); 216: AStarX(X); 217: AStarY(Y); 218: AStarGrid(X,Y); 219: AStarPathNode(X); 220: CameraZoomLevel; 
      221: CameraAddX; 222: CameraAddY; 223: CameraAddZ; 224: CameraAddXCurrent; 225: CameraAddYCurrent; 226: CameraAddZCurrent; 227: CameraAddZoom; 228: CameraAddZoomCurrent; 229: CameraShakeTimer; 
      230: CameraShakeX; 231: CameraShakeY; 232: AltXX; 233: AltXY; 234: AltXY2; 235: AltXZ; 236: EntityX#(Camera); 237: EntityY#(Camera); 238: EntityZ#(Camera); 239: EntityPitch#(Camera); 
      240: EntityYaw#(Camera); 241: EntityRoll#(Camera)

v10.5.1
- fixed bugs and QA updates
  - Fixed green scouges having incorrect visual rotation appearance
  - Added particle effects for objects destroyed in water gates
  - Reduced loading time when loading within an adventure
  - ID Count Gates no longer count objects that are deactived
  - Fixed glitch where spellballs are destroyed in the right-most column and bottom-most row of a level (this made the Blast Em adventures in WA1 impossible)
  - Fixed save file screenshot resolutions for saves made in widescreen mode
  - Fixed minotaurs leaving behind floor tiles when on bridges that are sunk
  - Updated animation for minotaurs when they are sinking
  - Retro objects now have their original Classic Trilogy sound effects
    - UFOs default to being silent, but setting the UFO's Data2 value to 1 will give them their classic trilogy sfx
  - Fixed CMD 16 causing compatibility issues in some previous adventures that used it
  - Flash artifact glitch fixed for moving objects that are flashed
  - Fixed Random Trigger probability range
  - Fixed loader skipping some resolution options on some systems (Lazy Loof)
  - Fixed shaders for bridges in gems
  - Fixed some monster animations in 3D mode
  - Fixed adventure score being doubled in hubs for the first playthrough
  - Fixed shadows causing significant lag in wlvs with high object counts
  - Other shadow fixes
- Transporter pulsating can be toggled via an option in the options menu
- Loading a saved game can be done via the hotkey ALT (instead of 'L', though 'L' is still an option)
- Autosaving
  - Whenever starting an adventure, hub, or entering a wlv, the game automatically saves your game into save slot 10
  - The game also autosaves when exiting the game, and is still available the next time the game starts up
  - The autosave can be loaded by clicking on "Autosave" in the lower-left corner of the load game menu, or by using the hotkeys in game ((L or Alt)+V)
- Stinker NPCs now can have custom object textures (including Stinker NPCs with accessories)
- RTW Kabooms now have multiple movementtype options
  - Setting the Kaboom's Data2 value to 0 will give the kabooms ZBot movement (this is the default)
  - Setting the Kaboom's Data2 value to 1 will give the kabooms movement the same as it was in the Classic Trilogy - the kabooms will hug and follow the wall
- New Teleporter Visual Options
  - Data3 triggers the star texture on the teleporters
    - Setting the teleporter's Data3 value to 0 reverts to default (stars on regular teleporter textures, no stars on custom textures)
    - Setting the teleporter's Data3 value to 1 always creates stars; setting Data3 to 2 always removes stars
  - Setting the teleporter's Data4 value to 1 removes the star particles at the base of the teleporter
  - Setting the teleporter's Data5 value to 1 for teleporters with custom object textures causes the custom texture to scroll upwards (like the star textures do)
    - Note: Using this setting will cause ALL instances of the custom object texture in the wlv to scroll, even on non-teleporter objects
- CMD 116/117 can now be used for choosing specific accessories
  - If both Data1 and Data3 are set to 0, the commands still work the same as before (they cycle through the accessories)
  - Setting Data1 to a positive value gives the player an accessory (the first accessory) with file number equal to 1 lower than the Data1 value
  - Setting Data2 to a positive value gives the first accessory the texture corresponding to the Data2 value
  - Setting Data3 to a positive value gives the player an accessory (the second accessory) with file number equal to 1 lower than the Data3 value
  - Setting Data4 to a positive value gives the second accessory the texture corresponding to the Data4 value
  - Setting Data1 and Data3 to a negative value reverts the first and second accessory, respectively, back to the player's defaults
- CMD4 has been updated so that ANY (non-string) object attribute can be changed via the CMD
  - CMD 4 Data2 value can now range from 1 to 102
  - Any attribute (1 to 102) can also now be changed across wlvs too (via data4)
  - The following lists which Data2 values change an object's attributes (for integer attributes)
    - 1-33 are the same as before
    - 34: LastActive; 35: Reactive; 36: Child; 37: Parent; 38: Talkable; 39: CurrentAnim; 40: StandardAnim; 41: TileX; 42: TileY; 43: TileX2; 44: TileY2; 45: MovementTimer;
      46: MoveXGoal; 47: MoveYGoal; 48: TileTypeCollision; 49: ObjectTypeCollision; 50: Caged; 51: Dead; 52: DeadTimer; 53: Exclamation; 54: Shadow; 55: Linked; 56: LinkBack;
      57: Flying; 58: Frozen; 59: Indigo; 60: FutureInt24; 61: FutureInt25
  - Data2 values 62 to 102 change an object's attributes that have float (decimal) values
    - Therefore, for these data2 values, the attribute will be given a value equal to data3 divided by 100
    - For example, if data2 is 67, and Data3 is 500, then the object will be given a ZAdjust value of 5.00
    - The following lists which Data2 values change an object's attributes (for integer attributes)
    - 62: XScale; 63: YScale; 64: ZScale; 65: XAdjust; 66: YAdjust; 67: ZAdjust; 68: PitchAdjust; 69: YawAdjust; 70: RollAdjust; 71: X; 72: Y; 73: Z; 74: OldX; 75: OldY; 76: OldZ;
      77: DX; 78: DY; 79: DZ; 80: Pitch; 81: Yaw; 82: Roll; 83: Pitch2; 84: Yaw2; 85: Roll2; 86: XGoal; 87: YGoal; 88: ZGoal; 89: Speed; 90: Radius; 91: PushDX; 92: PushDy;
      93: ScaleAdjust; 94: ScaleXAdjust; 95: ScaleYAdjust; 96: ScaleZAdjust; 97-102: FutureFloat5 to FutureFloat10
  - As always with CMD4, changing an attribute may have unexpected effects
- Alternate and Secret Stars for hubs
  - Alternate Stars (nasko222)
    - Stars with Subtype 1
    - Work like regular stars in adventures, but once obtained, they take you to an alternate location in the hub, rather than the normal WonExit coordinates
    - The alternate location is specified by the star's Data5,6,7 values, which represent the Level,x coordinate,and y coordinate, respectively
  - Secret Stars (joseppey)
    - Stars with Subtype 2
    - Like Alternate Stars, they return you to the location specified by the star's Data5,6,7 values
    - Secret Stars are counted as their own distinct stars (from the regular adventure win star/conditions) for the hub's overall star count
    - If the player gets a secret star in an adventure before getting the regular star, the adventure's Adventure Start star in the hub will still be active so the player can also get the adventure's regular star
    - If the player misses a secret star in an adventure before getting a regular star, the secret star can still be obtained via the floing wizard adventure replay
    - If the player gets a secret star in an adventure via the floing wizard adventure replay, the player will still be taken to the alternate location specified by Data5,6,7 rather than back to the floing wizard
    - Note: If any new inventory items are obtained in an adventure and the player exits the adventure via secret star, the player will not retain the new inventory items, even if it's the initial playthrough of the adventure
    - Note 2: DO NOT put more than 1 secret star in an adventure, or the hub's total star count will be wrong
- CMD 84-87: Camera Commands
  - Command 84 adjusts the camera's position 
    - Data1,Data2,Data3 moves the camera among the X,Y,and Z axes, respectively
    - If Data4 is set to 0, the position given by Data1-3 are absolute coordinates
      - For example, if Data1 is 5, and Data2 is 6, and Data3 is 1, then the camera will move to tile (5,6) and be one unit higher on the ZAxis than usual
    - If Data4 is set to 1, the camera will translate relative to the current camera position
      - The camera will translate an amount equal to Data1/2/3 multiplied by 0.1
      - For example, if Data1 is 60, Data2 is -20, and Data3 is 35, the camera will translate 6 tiles right, 2 tiles down, and 3.5 units up on the ZAxis from the camera's current position
  - Command 85 rotates the camera
    - Data1, Data2, Data3 gives the camera's rotation in terms of pitch, roll, and yaw, respectively, in units of degrees
    - Setting Data4 to 0 gives absolute rotation (with the default rotation being equal to 0 degrees in all directions)
    - Setting Data4 to 1 rotates the camera relative to the current rotation
  - Command 86 rotates the camera around either the player or the CameraFocusObject (determined by CMD 16) in the camera's current XY plane
    - Data1 gives the amount of rotation (in degrees) around the object
    - Data4 value 0 gives absolute rotation, Data4 value 1 gives relative rotation
    - CMD 86 works even if the camera has been translated - as long as the camera has an initial rotation of 0 and the camera is pointed at the player/camerafocusobject when CMD 86 is used
  - Command 87 resets the camera to its default position (no translation/rotation and pointing at the player/camerafocusobject)
- CMD 125 and 126: Custom Model Animations
  - Objects that have custom models, Object Type of 160, and Subtype 2 can have animations
  - CMD 125 loads a specific animation sequence from the custom model animation
    - Data1 gives the Object ID, Data2 gives the first frame number of the animation sequence, Data3 gives the last frame of the animation sequence
  - CMD 126 plays the custom model animation
    - Data1 gives the Object ID
    - Data2 gives the type of animation
      - Data2 value 0 stops the animation
      - Data2 value 1 loops the animation
      - Data2 value 2 "Ping-Pongs" the animation (the animation plays forwards then plays backwards, then forwards, then backwards, and so on)
      - Data2 value 3 plays the animation once
    - Data3 gives the animation speed 
      - Negative Data3 values play the animation backwards
    - Data4 gives the animation sequence (as determined by CMD 125) to be played
      - Data4 value 0 plays all frames in the custom model
      - Data4 values 1 and up plays the sequence determined from CMD 125
      - Each time a CMD 125 is activated, a new sequence is created, so make sure the CMD 125s are one-use and activated in the correct order
      - For example, if the Data4 value is 2, the sequence created from the 2nd time a CMD 125 was activated (for the specific object) will be played
- Updates in the descriptions below (in the v10.5.0 section) for ID Count Gates, Nitrogen Barrels, Ice Crabs, Flash Bubbles, and Minotaurs

v10.5.0
- fixed bugs
  - Fixed custom object textures for teleporters, cuboids, and gems (joseppey)
  - FINALLY fixed the glitch where when saving the game, the correct light values weren't always saved (joseppey)
  - Fixed using flash causing a visual artifact of the object to appear in an incorrect location for a single frame (joseppey)
  - Fixed scritters in WA1E levels being red instead of blue (Lazy Loof)
  - Fixed player getting stuck casting Blink when aiming at left level border (Lazy Loof)
  - Fixed flashing a Blink Barrel in front of a Spring destroys the Barrel and Blinks you to x1,y1 instead of where you tried placing the Barrel (Lazy Loof)
  - Stinkers and Baby Boomers now do not move beyond Widescreen range (Lazy Loof)
  - Once-use (large) 9-Magic chargers now show different particle effects from multi-use chargers (nasko222)
  - Fixed the stinker whistle inventory item not being able to be moved to a different slot in the inventory (nasko222)
  - A bunch of fixes and QA upgrades for CMD 80/3D mode (joseppey)
  - A bunch of fixes to shadows (joseppey)
- New and Updated Gameplay Elements
  - Water Gates: Gates (other than tollgates) that have their Data3 value set to 2 can be used on water tiles - opening the gate makes the tile logic water (joseppey)
    - Works with any gate that has an Object Type of either 10 or 424
  - Score Gates and Gem Gates: Tollgates with Data1 value of 2,3 have their cost based on the player's score and gem count, respectively (nasko222)
  - ID Count Gates: Tollgates with Data1 value of 4 that are lowered only when the number of objects in the wlv with a certain ID is within a certain range (joseppey)
    - Data0 is the object ID that is counted
    - Data2 and Data3 give the minimum and maximum (respectively) number of objects with the ID (given by Data0) that can be in the wlv for the gate to be lowered
    - These gates can back up if the number of objects with the ID leaves the range given
  - Lava Turtles: Turtles that are deadly and sink in lava instead of water (nasko222)
    - Lava turtles are turtles with Subtype 1
  - Linked Barrels: If one linked barrel is destroyed by Pow, all other linked barrels with the same Colour and Subcolour values are also destroyed (nasko222)
    - Linked barrels are Barrel Regs with Subtype 1
    - Data0 and Data1 are the barrel's Color and Subcolour, respectively
  - Nitrogen Barrels: Barrels that release brr instead of pow when destroyed; also, they can be destroyed by either POW or BRR  (nasko222)
    - Nitrogen barrels have Object Type 244 and model !Barrel2b
    - A WOP for this object has been included
  - Ice Crabs: Crabs that act like red crabs, but when sunk in water they act as ice tiles rather than floor tiles; they also cannot be frozen, but POWing them turns them into red crabs; ice crabs also have the same movementtype as scritters (nasko222)
    - Ice crabs are crabs with Subtype 2
    - A WOP for this object has been included
  - RTW Kabooms: As the name suggests, they act like Kaboom enemies from the Classic Wonderland Trilogy (nasko222)
    - RTW Kabooms have Object Type 391 and model !KaboomRTW
    - Data0 value 0,1,2,3 sets the Kaboom's initial direction to North, East, South, and West, respectively
    - Data1 value 0,1 sets the Kaboom's rotation to Counterclockwise and Clockwise, respectively
    - A WOP for this object has been included
  - Turtle/Chomper/Moobot/RTW Kaboom Tile Tracking: The option to make these objects move only on their initial tile texture (such as with Zapbots and Weebots) has been added (nasko222)
    - Set Data4 equal to the Texture ID + 1
  - Green Scouges: Green scouges are flashable and can be activated, deactivated, and rotated using buttons (nasko222)
    - Green scouges are scouges with Subtype 1
    - The green scouge object ID must be manually set to the corresponding button colour value (which is usually at or above 500) 
  - Brr Scouges: Both regular and green scouges now have the option to shoot BRR by setting Data4 to 1 (nasko222)
  - New Magic Types: (nasko222)
    - Magic with Data0 values of 11,12,13 shoot Barrel Regs, Barrel TNTs, and Nitrogen Barrels, respectively
    - Magic with Data0 value 14 creates Flash Bubbles, which are similar to floing bubbles, but they aren't set to a timer to burst until a spell enters the bubble, and each bubble has their own individual timer; flash bubbles can only trap magic spells, while all other objects destroy the flash bubble when an object enters the bubble
  - Custom Item Dialog: Custom Items with Subtypes of 8, 18, or 28 will start the dialog number equal to the item's FN ID when the item is used (nasko222)
  - Minotaurs: They act like moobots, but they don't rotate or deactivate when they hit an object or wall (only buttons can do that), they aren't BRRable, but can be sunk in water; pop can both activate and deactive minotaurs (nasko222)
    - Minotaurs have Object Type 462 and model !Vehicle
    - Data0 and Data1 are the minotaur's Colour and Subcolour, respectively
    - Set Data0 to a negative value to not give the minotaur a colour at all
    - Data2 values 0,1,2,3 set the minotaur's initial direction to North, East, South, and West, respectively
    - Data3 values 0,1 set the minotaur to initially being activated and deactivated, respectively
    - A WOP for this object has been included
  - Minotaur Spawner: They continuously spawn minotaurs, rotating 90 degrees every time a minotaur is spawned (nasko222)
    - Minotaur spawners have Object Type 464 and model !Vehicle
    - Data0 values 0,1,2,3 set the spawner's initial direction to South, West, North, and East, respectively
    - A WOP for this object has been included
  - Minotaur Ghost Box: They block minotaurs, but other objects can go through it (nasko222)
    - Minotaur ghost boxes have Object Type 465 and model !Vehicle
    - If Subtype is 0, then the ghost box is destroyed when objects go into it; if Subtype is 1, then only Pop will destroy it
    - A WOP for this object has been included
  - Minotaur Rotator: They rotate minotaurs that hit the rotator (nasko222)
    - Minotaur rotators have Object Type 463, Subtype 0, and model !Vehicle
    - Data0 values 0,1,2 rotate minotaurs Counterclockwise, Clockwise, and 180 degrees, respectively
    - A WOP for this object has been included
  - Minotaur Destroyer: They destroy minotaurs that hit the destroyer (nasko222)
    - Minotaur destroyers have Object Type 463, Subtype 1, and model !Vehicle
    - A WOP for this object has been included
  - Random Trigger: When this object is activated, one of two commands will be randomly chosen to be activated (nasko222)
    - A separate CMD 1 must be used to activate the random trigger
    - Random triggers have Object Type 502
    - Data0 is the 1st CMD number
    - Data1-4 are the Data1-4 values of the 1st CMD
    - Data5 is the 2nd CMD number
    - Data6-9 are the Data1-4 values of the 2nd CMD
    - The Status value can be set from 0 to 100, and gives the probability that the 1st CMD is triggered when the random trigger is activated
    - Therefore, the probability that the 2nd CMD is triggered when the random trigger is activated is equal to 100-Status
    - A WOP for this object has been included
  - New Wraith Magic Types: Setting Data2 to 3,4,5,6,7,8,9,10 corresponds to the wraith shooting Floing, Pop, Blink, Flash Bubbles, Barrel Regs, Barrel TNTs, Nitrogen Barrels, and Blink Barrels (nasko222)
  - Homing Wraiths: Wraiths with Subtype 1 shoot homing magic (nasko222)
  - Killer Moobots: Moobots with Subtype 1 are deadly (nasko222)
    - Set Data8 to 0 to make the moobot golden; set Data8 to 1 to make the moobot look bigger 
  - Homing Fireflowers: Fireflowers with Data7 value of 1 will shoot homing magic (nasko222)
  - Glitch Enabler: When the player enters a wlv with a glitch enabler object, a glitch from WA1 or MOFI alpha will be enabled, depending on the Subtype (nasko222)
    - Glitch enablers have Object Type 501
    - Subtype 0 - Cage Blinking
    - Subtype 1 - MOFI Alpha Growflowers
    - Subtype 2 - Negative Destructive Magic (black magic)
    - Subtype 3 - WA1 BRR - Player doesn't freeze, and all BRR magic is temporary
    - Subtype 4 - WA1 Firetraps - Only the player, wee stinkers, and scritters can be killed by firetraps
    - Subtype 5 - WA1 Pow/Crimson Magic - Pow can't be aimed at walls, crimson (homing) magic replaces floing magic
    - A WOP for this object has been included
- New Commands and Other New Features
  - Custom Sound Effects can now be used with CMD 10 and CMD 11 (kumaccino)
    - The file name must be a number 1000 or over
    - The file must be a .wav file
    - Place the file in the folder UserData\Custom\Sounds
    - DO NOT PLACE THE SOUND FILE IN THE CUSTOM FOLDER WHERE CUSTOM OBJECT TEXTURES ARE OFTEN PLACED!!!!!!
    - Example valid filepath: C:\OPENWA\UserData\Custom\Sounds\1200.wav
    - kumaccino calls dibs on numbers 1000-1099 and 7000-7999 so don't use those
  - Mist/Fog Effects (joseppey)
    - Triggered using CMD 78
    - Data1 ranges from 0-101 and controls the Fog thickness (101 causes the fog to also cover the HUD)
    - Data2-4 ranges from 0-255 and controls RGB colour value
  - Silent/Invisible Teleporters (joseppey)
    - Set the teleporters' Data2 value to 1 to make teleportation silent and not make any particles appear when teleporting
    - Make sure to ZAdjust the teleporters (to either a very high or low value) in order to make them completely invisible
  - Player NPC object will create an NPC that copies a player's appearance (KyuuGryphon)
    - Model name is !PlayerNPC
    - A WOP for this object has been included
  - Custom model rotation speeds (Data0/1/2) are now divided by the object's Status value, allowing for more precise and/or slower rotation speeds (kumaccino)
    - If the Status value is 0, then the rotation speeds are only determined by Data0/1/2 - as in previous versions of OpenWA/WAEditor
    - For example, if a custom model's Status value is 5, then its rotation speed will be divided by 5
  - Objects that are BRRed (not permanently) now have a thawing animation (KyuuGryphon)
  - Magic chargers with Data1 set to 2 are unusable but still show particles; chargers with Data1 set to 3 (or higher) are unusable and do not show particles (joseppey)
  - Added global widescreen cheat: use Ctrl+G to activate and Ctrl+Shift+G to deactivate (Lazy Loof)
  - Ctrl+Shift+B now deactivates wall-blinking (Lazy Loof)
  - A new main menu option allows you to set the main menu music (nasko222)
  - Editor and WOP updates for the added features in this OpenWA version (joseppey)
  
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 Wed Mar 27, 2024 6:17 am, edited 23 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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Lazy Loof
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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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PhoenixBlaze
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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.
currently simping for kiyotaka ishimaru
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Lazy Loof
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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
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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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