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NEW VERSION I should have released this 4 months ago since i didnt make much changes after that, but here we go anyways:
------------------------------------ 0.6.5 Beta (11.11.11) ------------------------------------ - Script editor menu will now be disabled when script file is not found. (confused some people to think they had script loaded after all).
- Added few new words to be highlighted in scripts. Also added back the HOTDOG_D1, HOTDOG_D2, HOTDOG_D3 and HOTDOG_D4 cars since they can actually be used. (i had thought they cause crash, and they might; havent fully tested, but it works on my test map).
- Fixed 320 palet limit and crash if more palets used! i really thought there was a limit for palets, seems i was wrong.
- Fixed rotation and transparency on CHANGE_BLOCK SIDE/LID objects. Note: the CHANGE_BLOCK TYPE will not change the visual slope type! The reason is that i have no way of knowing which order the commands are executed from the script, to do this, i would have to parse the script perfectly and be able to run it exactly like in GTA2, and this is nearly impossible at this phase, and probably never will be possible in this editor.
- Added chunk info tool at 'file -> view -> Chunk info'. Displays all the chunk names from the currently open GMP and STY files with their sizes in bytes.
- "while-loop-objects" will show blueish background on the mouse tooltips now.
- Added stars visible at night mode! (when lighting is enabled). If it causes too much performance problems (out of GPU memory etc), you can disable it at settings.cfg: "load_starmap" set to "no".
- Fixed multiple object movement on map edges to not collapse the objects in one clump. (unless you move them by keys!). Also made it possible to select objects out of the map, and fixed the rendering too when objects were out of the map. (they were hidden before).
- Fixed bug making cursor icon switched into resize cursor icon at some rare cases.
- Fixed "zone data edited" flag when pressing F2 (rename) to a zone, but not making any changes to the name.
- Added THREAD_TRIGGER object support: pointing the objects linked to it with lines (only when selected the trigger or the object it points at).
- Added "RGEN" (aka junction list) into the removable chunks in GMP optimizer (tools -> gmp optimizer). This chunk seems to not be used by GTA2, nor DMA editor (DMA editor seems to generate it every time if it doesnt exist, so its not essential to any of the programs).
- Fixed big map image saving cancel button to NOT reset the editor view settings. Also added possibility to double-rightclick to save the image, and also added better tooltip for this tool to show some info and help.
- Added hardware info collector, stores it in debug.txt and will upload it once to a remote server at first start of each version of this program. if you have problems on using this editor, you could just paste the sysid.txt contents (8 bytes!), and i can see from the logs which system you are using the editor with. Also this is a preliminary test for the upcoming server-side features, such as: easy custom car download/install, coop-map editing, partial map pieces sharing, partial script sharing, integrated map download, latest new maps list/download, automatic map upload to gtamp.com etc.
- Fixed some script objects rendered incorrectly in 2d mode.
- Added inverted selection for script objects: SHIFT+CTRL (useful if you want to deselect already selected object).
- Improved light editor light bulbs rendering speed a lot. Also added 2d render/editing mode.
- Improved 2d map render speed a lot, and fixed some rendering issues on 2d sprites render.
- Zone editor now has Restart zone as the default zone type with name "rest1", because restart zone is mandatory for every map and i usually only place the restart zone to be able to play the map in gta2!
- Fixed Zone editor zone placement on edges (wont snap only at the map 4 corners anymore if you move mouse out of map edges).
- Fixed PLAYER_PED with sprite animations being too much above ground level.
- Added WARP_FROM_CAR_TO_POINT object support. Will use the same rendering as PLAYER_PED with correct remap colors, also points to the PLAYER_PED with animated lines.
- Script object coordinates are now force-limited to 1 block from map edges when saving script. This because most of the time when objects are placed at the edges, the game will crash. In fact, you should avoid placing anything 2 blocks away from edges (because some cars are so long that if you rotate them to get out of map, then game will crash, same with big explosions too).
- Fixed movement bug with multimove by mouse when one of the objects has only 1 block precision movement. (you cannot move more than one 1-block-precision objects at once with mouse because it will bug, waiting for better fix in the future).
- Fixed some possible crashes which hadnt been reported yet.
- Fixed rendering when looking almost directly up from low altitude (map didnt render).
- Rewrote some parts of maplist.txt generation, might fix the problem with "(null)" appearing in the paths in maplist.txt. Also might fix some problems about finding gta2.exe. Also made the default file find text to "gta2.exe", so you only need to find the gta2 folder and press enter.
- Fixed the train sprite starting position to match the bugged position in GTA2 when train is going left or up. So it should render trains exactly like they are in GTA2 now. Also fixed the zone handling: top-left corner of the train zones is the part that affects. If train stop zone isnt placed on a train track then gta2 will crash. (even though, the train stop zone should be made 1x1 always).
- Fixed syntax colors and font appearing weird if the file "mis.stx" was not found for some reason. Also fixed some typos in the mis.stx and added some more missing keywords in there.
- Added SOUND object ranges visible: rendering as a cylinder, since GTA2 sounds seem to be 2d sounds after all. enabled when object is selected and spacebar pressed.
- Added some objects (OBJ_DATA etc) sound ranges. The objects that create sounds are: CONVEYOR, ringing phones, FIRE, BLASTER. Can be useful especially if you want to use the fire sound by placing the FIRE object hidden somewhere. The rendering of these sound ranges are not perfect, expect to see stuff getting invisible inside the transparent cylinder.
- Fixed multiple objects selection rectangle to be visible in 2d mode too.
- Added new shortkey: "numpad ," (might be dot instead of comma in the numpad key on some keyboards, and usually with "del" text in the button too). This will move camera to selected object(s) middle position. Handy if you look where some line is going at from the object, and then want to quickly go back to your selection again, or if you just want to focus camera in center of some object for some reason.
- Added new menu option: "File -> Copy -> Script to clipboard", does what it says it does. Handy if you want to paste the script quickly to the MisPad or etc.
- Added a fallback script for maps without .scr file, so you can always test any map on gta2 even if it doesnt have .scr file. Note that the fallback script is practically empty: it has only 1 player start position in the middle of the map at z-position 7. The fallback script has name "tmsemptyscript.scr" which will be copied to the gta2/data folder if it doesnt exist yet.
- Added sounds internal names visible used by GTAWave (with my edited list of names!). I have copied the "bil.sdf" from GTAWave and modified it a lot by grouping the sounds into better categories (such as CAR_ENGINE_ and WEAPON_) to be able to sort them better, also i fixed lots of typing errors so they match better the sound type names that SOUND objects uses, this makes it easier to find them in GTAWave. Note that since some SOUND objects have more than one sound playing, the editor will display only one of those, and there is possibility that i have written wrong sounds, so if you notice weirdness in the names, let me know. Also note that those sounds are only for bil.sty (->bil.raw), other sty files have some sounds different (i was told).
- Changed default button to "No" when adding new files via "File -> Open..." or by doubleclicking GMP/STY file. This should speed up opening a file (by pressing enter/space) since most people will only choose one file. Also i added a questionmark icon in that messagebox.
- If you save a map (compressed) which has MapArea MMP tag defined, the map will now be saved with repeated edges. But if you open the same (MMP) file in the editor, it will not display those repeated edges, UNLESS you choose to display them from the options (options -> rendering settings -> repeat maparea edges -> enable). This happens because the MapArea crops the map by default, thus removing the repeated edges, they are supposed to be visible only in GTA2 just to emulate dynamic sized maps!
- Optimized the MapArea (new mmp tag) edge repetition: will not display left/right sides of a block if it is being repeated at the left or right side of the MapArea rectangle. Same with top/bottom but the two other sides hidden instead. Also the corner pieces will not display left/right/top/bottom sides at all, only the lid! since you cant see them. I added this functionality because repeating useless sides of the blocks will make the rendering slower. You can disable this optimization from: "options -> rendering settings -> repeat maparea edges -> optimize..." if it causes problems.
- Fixed 2d render to render script objects always in the correct order; some objects were rendered in wrong order and sometimes different zoom levels changed the objects visibility.
- Added maplist to show the map minimap image when choosing map from "Quick open" list. You can speed this up by going to menu: "Options->Editor settings->Generate all minimap thumbs". Can be disabled in "settings.cfg" with name "quick_map_preview", or in the menu: "Display->Quick map preview".
- Added option to change water color from the nice blue to anything you like. Use "water_color" in settings.cfg, it takes 3 float (decimal) values in range 0 to 1 (can make higher than 1 though), 3 values are r, g and b color multipliers applied to water color. "1 1 1" will produce unchanged water colors, where "0 0 0" will produce black water.
- Added automatic crash log uploading option to a remote server if the editor crashed at previous run.
- Added possibility to send Feedback and Bug reports directly from the program. "Contact -> Send..."
- Added "hash2name.txt" to contain the "data/minimaps" folder minimap filenames linked to the map name/gmp/sty names. Useful if you were browsing the minimaps folder and you want to know which map it is.
- Changed "you have edited..." etc confirmation messageboxes so you can press ESC button to cancel.
- Fixed some rendering bugs and optimized rendering a bit (for some users it might give twice more fps!).
- Added more definitive names for the unused zone names: Unused3 = police station, Unused4 = fire station, Arrow blocker = hospital. The hospital name was incorrectly used by many people, so i added it back because people kept asking where is that zone name! (click view all zones above the list to see them).
- Added possibility to switch easily between all zone types and only the usable ones. (reason explained above).
- Added quick settings for zone render styles: render colored, few colored, or none colored. none colored will make the rendering faster than colored since it doesnt render transparent layers, use it if you have performance issues!
- Added "Image" menu option in the "Edit:" list. Image menu is used to create map images. Since i havent seen anyone using this feature yet, i thought this should give it more attention as it can be useful when sharing map images when you want to actually see ALL of the map objects in the screenshot.
- Changed loading.tga image and functionality; you can now edit it to any size easily.
- Added REMOVE_BLOCK and ADD_NEW_BLOCK script commands support. rendered as wireframed cubes.
- Fixed some minor bugs.
- Cleaned lots of the messy source code. Worth mentioning when thinking about the time taken to it...
- Changed the screenshot button (F12) behaviour: it wont display the recent actions list nor the script editor cursor in the screenshot anymore!
- Added isometric render option: "options -> rendering settings -> isometric render mode -> enable", or press "Numpad9".
- Added camera recording options: "options -> camera -> record camera". It will create "camrec.dat" once you record the camera.
- Added more debugging info and enabled debug after the first initialization too. (if you click something and it crashes, i might have a possibility to know where you crashed by looking at debug.txt).
- Added "object directions" feature (CTRL+H) to menu too "options -> script objects -> show object direction lines".
- Optimized the text (and sprites shadows) rendering on GPU and CPU side, a bit less CPU usage now, thus perhaps a little bit more FPS.
- Added check if the editor is already running, will pop up a warning then.
- updated the SDL_image dll's to latest versions. Woah, got smaller files too.
- Fixed the user text input for zone editor (and rest if they use it), now it reads any letter user gives (no unicode though).
- Added quick MMP saving: "file -> save -> MMP", will just write simple MMP file with the currently open map files. Note: if you opened the editor outside of the GTA2 data folder then the paths will not work. I used this when i opened first GMP file and then editor asked for STY file and i was done.
- Added example map with huge example script featuring almost all possible stuff that the editor can display. Files are in folder "data\maps\example", or you can just click it from the maplist: "10 trains example map" and press enter and type "test" and it will copy the files to gta2 data folder. This map also features the maximum amount of trains (10), and the map is carefully built so the trains wont cause any crashes! It took many hours to build that map and slowly finding out the logic of trains crashing while doing it, (which i now have forgot lolol).
- Added SCR decompiler! If the map does not have .mis file, the editor will decompile the SCR file and return almost fully decompiled script! Note: the decompiled script will lack all IF/WHILE etc structures! It may not be compileable as it is, so you may need to edit it in order to compile it. All decompiled files are stored into folder "data/decompiled/". If you want to re-decompile the SCR file then you must reload the maplist. If the map doesnt have .scr file, then it will decompile the default SCR file which is shipped with this editor (it contains 1 player and minimal script). This tool is also accessible via menu: "tools -> decompile SCR to MIS", if you choose a base script file and it has a folder with same name, it will give an option to decompile ALL mission scripts from that folder!
- Added SCR optimizer "tools -> SCR optimizer", it will clean the end of the file with nullbytes (max 5120 bytes). Why? it might be possible that this data includes your personal information, passwords or anything you dont want others to see. Also, this will make the script compressed better! (max 5kb smaller though). Note: this doesnt optimize mission scripts since there is no extra data at all. If your script stops from working after optimizing, go to "data/backup/SCR/" folder to get the backup from it, however, it is _very very super very very very_ very! unlikely, and if this happens, PLEASE TELL ME ABOUT IT, and give me the working version and the one that doesnt work! Note: each map has zonenames in end of the .scr file, but this tool doesnt clean those, it finds the correct length of that data block and keeps it unchanged!
- Added own color for subroutine names in the script preview (white).
- Added button to show the full file paths for all the files (file -> view -> file paths).
- Changed some keys (Y and F) to work with SHIFT combination to cause less confusion.
- Pressing "T" (top-down view) wont show recent actions message anymore if its already top-down view.
- Added distance calculator for script editor: if you select two objects, it will show their distance at the statusbar. Good if you need precise distances to check everything is at even distance!
- Added own icon for crane bonus spawner object with spinning animation.
- Fixed to make it possible to have any car model as a trailer, i had not allowed other models for some reason, but its possible in GTA2!
- Fixed crane ranges to be squares instead of circles! it seems to be that GTA2 uses simple box check for the crane ranges! damn. (press space to see them).
- Speeded up the loading of the editor when clicking GMP, STY or MMP files to open with.
- Added support for speciality with TRUKTRNS as car model with some other car as trailer: the trailer will get on top of the car resulting in a trailer that has a car on top of it, this works only with TRUKTRNS model!
- Added option to launch map directly to GTA2 when clicking MMP map, it will ask for it each time MMP file is opened. enable in settings.cfg: "mmp_launcher_options = yes" or in menu: "options -> editor settings -> Show 'start in gta2' option when clicking MMP files".
- Fixed script preview font letter "D", looked weird in "MD".
- Fixed trains being visible even with no carriages: gta2 doesnt support trains without carriages!
_________________ My GTA2 related projects:
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