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Showing content with the highest reputation on 01/21/2019 in all areas

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Download (Final 1.3 version from 2019-02-27): https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=3985 Changelog: Fixed: Size preset buttons in Tileset window were off by one position Added: Find object feature Changed: Some options (i.e. Show grid) are now toggle buttons below minimap instead of Settings menu items Removed: Draw concrete option (now is always on) Added: Play Sound event: now provides dropdown list of sound names (loaded from "samples.uib") Added: Play Music event: now provides dropdown list of music names (list of existing .AUD files in "Data\Music" folder) Fixed: Set Attack Building Rate event: value is named "Arrack rate" instead of "Unknown" Fixed: Casualties condition: "Flags?" value renamed to "Proportion" and changed to floating-point number type Added: When temporary "TESTMAP.MAP" file is saved, the map name in ini file is renamed to "TESTMAP" in order to avoid duplicate entry in mission launcher Added: Open recent files feature Fixed: Editing marker (i.e. building marker, current block) not showing when Mission settings or Events/Conditions window is open and is on background or minimized Added: "MissionsPath" setting in .ini file. It can be changed in case game loads maps/mission files from different location Fixed: The UI components now should not be messed up on systems where scaling is set to different value than 100% Added: Highlighting events having selected condition feature Fixed: Program now checks, if window would appear off-screen (i.e. previously opened on second monitor which is now unplugged) and resets its position Changed: Program now automatically loads all all .ini files placed into "tilesets" folder, instead of loading tileset list from "config\tilesets.ini". All tileset .ini files must now contain name of attributes file. Added: Loading tileset images directly from game's internal .R8 and .r16 files Removed: Editor is no longer distributed with tileset .bmp files Fixed: Improved auto-detection of game folder, detection of missions stored under "Data\Missions" folder Changed: Mission settings window should fit 1024 pixels wide resolution Added: Tileset name and Attributes fields on Mission settings window Added: Custom Text.uib field on Mission settings window (mission .ini file) Added: Conditions can be organized by moving up and down (like events) Added: Grid color setting and several more settings Added: AI manual (written by Cm_blast) Added: AI templates (created by Cm_blast) Added: Information message upon start when starting program for the first time Fixed: Some errors on BLOXBAT tileset configuration, added missing tiles to new "Sand stains" preset group Added: README.txt file Hello all! It's been almost 3 years since I released the last version of the Map and Mission editor without any update. Once I made a topic (https://forum.dune2k.com/topic/27429-reviewing-map-and-mission-editor/) where I asked you for some ideas what to add to the editor. I was planning to do some updates based on your suggestions, but then unfortunately got disinderedted in development and never implemented the ideas... until now. Finally I kicked myself to finish off some missing and useful features to the editor, which I think should really be there, and the editor will feel more complete with them. It's just a small update (not having so many additions like previous releases) and it's not an official release, but just a preview. I wanted to make sure all the new features work correctly and there's not any serious bug. So I'd like to ask you to test it and give me some feedback and ideas. But I want to say that I'm not going to implement anything big, just probably some minor additions like I made in this version and bug fixes. Here are come comments to the ideas you gave me previously: Cannot reproduce, need more information Not feasible to easily implement. Would require very significant changes in code, or some hacks. Also writing text to map (i.e. event markers) would not work. Theoretically possible, but I think drawing a shape od placed building is enough and not feeling for spending time implementing this. I'm rendering the structures how exactly they are rendered in game, and in game they are not differentiated. The structures graphics file (shipped with the editor) was made by taking screenshots from game. So if anyone from you would want to help, you could somehow modify the graphics file, like adding colored tint to walls or marking somehow modified outpost. I'm not a graphician. Theoretically possible, but probably I would need to fiddle with CIRCLES.BIN file to load what the revealed areas should be. I don't even know if format of this file was ever reverse-engineered. So not feeling for adding this feature. Uh, yes, that's a problem. For some reason (don't remember if it was originally me or Mission launcher creator) we chose "_" as line break in ini files. So this character cannot be used itself in ini file. It could be worked-around by replacing "_" to some other character before saving into ini, but we would need to choose a character to sacrifice. Also changes in Mission launcher would need to be done. So enjoy the new preview release and once again, thank you all for your support! PS: Looking forward to see what you will come up with the Play Sound feature D2kEditorv13pre2.zip
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