Stencil shadows are
projected onto hidden scene geometry. For that reason, more detailed geometry
is necessary. It is now possible to include meshes only for the shadow casting
purposes in the geometry 3DS file. See the "3D Characters -> Principles and
requirements" chapter in the docs for updated hidden geometry discussion.
3D actors can now reference a separate low-poly model for stencil shadow
generation purposes (see the "3D actor definition file" in the docs).
It's possible to set shadow detail level on scene-per-scene base directly
in SceneEdit (you can only enable stencil shadows in some scenes if you need
Debugging console. The console allows the developer to
inspect running scripts and the values of script variables at runtime. It also
allows setting breakpoints to pause game flow at specified script lines. See the
"Debugging console" chapter in the documentation for more details.
String Table Manager. A new tool for extracting game texts
and managing the string table for localization purposes. See the "String Table
Manager" chapter in the documentation for more details.
Changed the behavior of scene scrolling for 2.5D scenes. WME now
assumes the camera overviews the entire scene (previous versions assumed camera
only overviewed the top-left part of the scene). The original behavior can be
restored by checking the "Scene scrolling pre-1.7" checkbox in SceneEdit.
New scripting methods and attributes
New license. WME is now distributed as
separate commercial license is required.
...and other small things
Old test results
The test results you have selected are very old and may not represent the current state of Wine.
Selected Test Results (selected in 'Test Results' table below)
What does not
There is a new bug since version 0.9.45. ProjectMan's output (the last string):
err:ntdll:RtlpWaitForCriticalSection section 0x7efec1a4 "loader.c: loader_section" wait timed out in thread 0009, blocked by 0010, retrying (60 sec)
And then application hangs up.