Post
by ILoveWonderland » Wed Jul 12, 2023 7:26 am
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 1 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)
- Tollgates with Subtype 4
- 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 (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 (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; 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 (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)
See changelog in the OpenWA download for earlier versions.
Last edited by
ILoveWonderland on Mon Jul 17, 2023 11:24 pm, edited 2 times in total.