------------------------------------ 0.6.6.6 Beta (12.12.12) ------------------------------------ - added better measures detecting if program had crashed or not. - added lights as objects in the 3d model exporter, note: im not sure if the lights appear correctly, so if you see they arent 100% match to GTA2, inform me! - added link for online GTA2 text generator i made with Cuban-Pete. tools -> gta2 text generator. - made the screen to update while resizing the window. - added screen refresh rate into hardware info. - added settings.cfg to the crash log. - added script preview height 100 option for low resolutions. - enabled prettier Windows buttons etc, styles. - fixed crash when selecting warp_from_car_to_point object. - fixed possible crash in the jpg saving function. - fixed bug reporting system not sending longer than 8kb of text. - fixed jpg saving on screenshot and big map image! nobody told it was broken for over a year! bug found accidentally a minute before release! please report bugs if you find them. ------------------------------------ 0.6.6 Beta (05.02.2012) ------------------------------------ - fixed hardware info to not have precise CPU speed nor the list of all resolutions. caused some users hardware info updator detect hardware changes too often. - changed some debug keys to shift+ combinations to prevent confusion. - added more debug info again. - added 3d model generator from the map! file -> save -> 3d model. note: if you want to see the night lighting, enable it in the editor and then save to .ply format! .dae format also has vertex color data in it, but i wasnt able to import the colors into Blender from it. the .ply format will generate two files: one which has flats and one which doesnt, import them both in Blender one by one. if you want to see textures on it: edit one of the meshes in vertex edit mode, press A (to select all vertices) and then go to UV/Image editor (left of "view" button in bottom menu) and press "image" and load the corresponding .tga file. the .dae format doesnt need this procedure, but it doesnt show transparent walls (nor vertex colors) for some reason, still i have no idea how to make it work (bug?). if you want to create your own shadows/shading to the map, you should disable tile shading first: options -> rendering settings -> tile shading. this will make every tile same brightness. it might also be good idea to remove doubles in Blender: select all vertices in edit mode and press W and remove doubles. - added pixel stars, much more visible (on all resolutions) than the starmap texture! also probably faster to render too. i removed the starmap texture since pixel based is so much more better! - minimized editor will now respond much faster when unminimized, same with ESC button if launched in GTA2 for test. - added possibility to quickly launch "gta2 manager.exe" from "options -> gta2 -> gta2 manager". - fixed some bug/crash on map loading, caused maps to load slower too. - some minor changes on the SCR decompiler. ------------------------------------ 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! ------------------------------------ 0.6.0 Beta (14.02.2011) ------------------------------------ Editor, general new features: - Added Script editor! Currently supports the following script objects: MAP_ZONE, SET_GANG_INFO, SET_STATION_INFO, SET_AMBIENT_LEVEL, LOWER_LEVEL, CHANGE_BLOCK (LID, SIDE, TYPE), CHAR_DATA, CREATE_CHAR, ADD_PATROL_POINT, PLAYER_PED, CONVEYOR, CRANE_DATA, CRUSHER, DESTRUCTOR, CREATE_DESTRUCTOR, DOOR_DATA, DECLARE_DOOR_INFO, LIGHT, CREATE_LIGHT, RADIO_STATION, SOUND, EXPLODE, EXPLODE_SMALL, EXPLODE_NO_RING, EXPLODE_LARGE, EXPLODE_WALL, GENERATOR, SWITCH_GENERATOR, OBJ_DATA, CREATE_OBJ, DECLARE_CRANE_POWERUP, PARKED_CAR_DATA, CAR_DATA, CREATE_CAR, CREATE_GANG_CAR, MINI_CAR, PUT_CAR_ON_TRAILER, SET_DIR_OF_TV_VANS, SET_CAR_NUMBER_GRAPHIC, (and car trailers), DO_PHONE_TEMPLATE, DO_EASY_PHONE_TEMPLATE, LAUNCH_MISSION. Huh! Read the "Readme Script Editor.txt" for more info. - Added remap support for cars! Epicly epic! - Added possibility to quickly change the .mis file if you are using DO_PHONE_TEMPLATE, DO_EASY_PHONE_TEMPLATE, LAUNCH_MISSION functions to launch a mission in your script. Note that if the .mmp file has script "test.scr", and your "test.mis" has "LAUNCH_MISSION(mission1.mis)" it will search for "gta2/data/test/mission1.mis", and if that file doesnt exist, it wont get listed in that list. Go to "Scripts" menu (under minimap, when script editor is enabled) to see the list of script files in your base script. - Added script preview feature: displays a range of lines from the script file, starting at that line which object you have selected. Also its possible to click a line to go to that position in the map where that object is placed at. Mousewheel can be used to scroll the script lines up/down. Use "§½" (OEM_5) button to enable/disable (varies on keyboards, mostly at left side of number 1 button, or/and above TAB). Or go to menu: "Display -> Script preview". Preview style can be adjusted at: "Options -> Editor settings -> Script preview style", in case you get slow FPS from the transparent layer drawn under the text: use solid mode, or disable the background layer. The height can be adjusted in the same menu. - Added syntax highlighting for the script preview! Syntax colors and keywords can be edited at "data/mis.stx", there is also extra param "bold" to use, for example: "#defaultcolor=FFFFFF,bold". It is possible to add infinite amount of colors for different keywords, but there are few predefined names which cannot be changed: "DefaultColor", "Variables", "Floats", "Integers", "Comments", etc. - Added map light editor (numpad6) and light renderer (you can see the map in night mode, options -> rendering settings -> lighting). Note: light editor not yet working :D (coming in next release!). - Added GMP file optimizer: removes chunks "UMAP", "CMAP", "MOBJ", "PSXM". Also, it leaves UMAP alone if DMAP not found. (otherwise there wouldnt be a map left anymore :D). Tools -> GMP Optimizer. - Added map compression functionality. Compresses the map tighter than DMA editor! (and after 7zipping its even more tighter than DMA version!) Also its 500 times faster than DMA editor too! (on bil.gmp). - Added support for "MapArea" and "PlayArea" .MMP file tags: MapArea defines the visible region for your map, only this area will be rendered/editable/saveable in the editor! PlayArea defines the "big map image" screenshot area. Both PlayArea and MapArea have the following syntax: "MapArea = x1 y1 x2 y2" Note: Only 1 space between those coordinates or it wont be read correctly. - Also added functionality to repeat the map area edges by using MapArea to tell where the repeatable edges are, this will fill the whole map edges repeated like in GTA2 into the full 256x256 map. This is useful if you are too lazy to clean the crap off from the outside of your map. Also now when the map saving works in compressed format, you can save these repeated map edges directly on your map. NOTE: the saving is only beta, theres no guarantee it will not have errors, but i've tested it in many maps and so far no errors. Still, you should always take backup from your original maps before saving over the original with this editor! - Added possibility to use the editor with really low GFX card memory, create file "lowmem.txt" at editor folder, this will fix texture problems on some users. Also added back the "nomipmap.txt" to disable mipmapping if you still have problems with textures or want to see higher quality textures if you have gfx card memory/texture issues. - Added some graphical settings automatically saved in settings.cfg, once you change them, it will remember them next time you start the editor (not all settings). - Added recent actions list with keycode info. Can be disabled at menu: options -> editor settings -> recent actions. - You can now set Windows to open .GMP and .STY filetypes by using this editor; it will give file open pop-up window to choose STY file if you doubleclicked GMP, and vice versa. It will allow you to add more files if needed (for example .mis file). Editor, rendering: - V-sync disabled by default, this because the v-sync caused many users to experience huge performance drop and cpu usage got insane high. Now the cpu usage is 0-2% (can pop higher if rendering is getting slower). Also fixed the FPS limiter to be more precise, now it supports 60fps exactly (if you want to avoid tearing, use v-sync (SHIFT+V)). Also the default FPS rate is automatically retrieved from the user display settings now. - Space button now displays map collision edges. - Changed render mode shortkey (numpad0) behaviour to only switch between two render modes: 3d and 2d, the default 2d render mode can be changed to 2d minimap mode from "options -> rendering settings -> render mode -> default 2d render mode -> minimap (for slow computers)". Default 2d render mode is tiled mode. Also added this in settings.cfg, with setting name "default_2d_render_mode" that takes values MINIMAP or TILES, or any number between 0 and 2. (0 = 3d, 1 = 2d tiles, 2 = 2d minimap). - New shortkey: CTRL+F renders flats on/off. - The camera will now move a bit slower when its closer to the ground. (when using ASDW keys). - Added new font rendering (for the smaller font only, it was using really awful rendering method). - Improved rendering speed a bit, (mostly in free camera mode when looking at the horizon). - Default texture sharpness is zero now, caused some rendering slow down on bad cards. You can still change the sharpness from menu. Editor, other: - Again, Edited "settings.cfg", you may get errors if you use the old settings file! - Added menu option to change lighting mode in GTA2 when you play it. (Options -> GTA2 -> Lighting). No need to twiddle with GTA2manager that much anymore... - Added SCR filename visible at the statusbar area. Note that if MIS file is found, the SCR filename wont be displayed since only thing that would differ is the extension. - Renamed "generate padded tiles" into "reduce texture bleeding". And some other menu option name fixes and rearrangement. - Screenshots uses map name in the filename now. (still adds random string there). - Changed default JPG quality to '80' for screenshots/other saved images by the user. (settings.cfg: jpg_image_quality = 80). - Disabled "output_maplist.txt" by default, as it is almost useless. It can be enabled from settings.cfg: 'save_output_maplist'. - The editor console ('Enter' to enable) can now be shut off by 'Esc' button, and 'Delete' button clears the command that was written there. - Notices about reloading map will now give option to click map reload directly on the messagebox. - Added exclamation icons in some of the messageboxes. - Added confirmation for map change/exit if you have edited MIS/Zone etc. data. - Default loading format is compressed map now. Before it loaded uncompressed always if it was found. - Added file "bitdepth.txt" to set color depth value manually, might increase FPS on some machines. Put only the bit depth number (16, 24 or 32) in the file contents. If file doesnt exist, using default bit depth (32). - Removed "lod_bias" setting from "settings.cfg", made it use wrong lod bias if anisotropic filter was on. (the lod_bias setting can still be used though). - Added new "possible crashes" possibility and new question/answer in the FAQ in the readme.txt file. - Removed triangle counter as it was buggy and useless and wasted RAM. - Pressing Enter at the recent maps screen will launch the editor to the most recent map if no map was loaded yet. Also prevented re-loading the currently open map if clicked from recent maps list, (will now switch the maplist off when clicked currently open map). - Cleaned up a lot of code again (= possible new bugs can come and eat your brains!). - Improved map loading speed. - Rewrote compressed/uncompressed map readers. - Added cancel button when it asks "add more files?" (at "Open..." menu), cancel button will prevent the map from loading. - Camera starting position will be placed at the first declared player position in the .mis file if it exists. Otherwise using the calculated middle position of the map. - Added warning on first run, so the users knows to blame themselves if something goes wrong. - Added warning on the first script saving, same reason as above. - Changing only a single file (sty, gmp, mis) will not make editor load everything again anymore! Note: if you change sty file, some transparent tiles might mess up and become solid, you can fix this by reloading gmp file. - Added possibility to reload STY and GMP files separately, "file -> reload". - Added invulnerability to the list of cheats used when toggled cheats on via this editor for map testing. Also added debug options (aka "powerpatch") in the gta2manager.exe, every time gta2 is launched for map testing via this editor. - Changed map render button (z) to work with ctrl+z now, and infinite water uses shift+z now. Zone editor: - Changed zone editor zone copy buttons from SHIFT+D to CTRL+C/CTRL+V. Also changed v-sync button from 'V' to SHIFT+V. - Removed rotate button (R) from zone editor, as it was quite useless and confusing with script editor buttons. Also disabled camera rotation keys (Q/E) from zone editor. - You cant resize train zones anymore, except the train station platform zone. (you can resize only if the zone size was set larger than 1x1 beforehand, but if you resize it to 1x1 the resize stops working). This because any other than 1x1 shouldnt be used in GTA2. - Added currently selected zone visible on the minimap (all zones with that name). Script editor: - Changed coordinate picker coordinate precision to 1 decimal by default. - Renamed "coordinate picker" into "Script editor". (display -> script editor). - Improved script editor render speed. - Modified .mis file reading to cover whole script; you can now see all objects inside the while loops too. - Every object after WHILE or WHILE_EXEC loop are now displayed only 50% transparent without shadows. You can change this setting from "options -> script objects -> while loop transparency" Or settings.cfg: "while_loop_obj_opacity" any value between 0.0 and 1.0 - Generators which havent been turned on before the WHILE or WHILE_EXEC loop, will be displayed 60% transparent with shadow. Note that this check isnt perfect yet: if you have switch_generator inside a function or etc, before WHILE or WHILE_EXEC loop, then it will still read that command. - Added default ammo values visible for weapon/carshop objects if no ammo was set. - Added gang phones: YELLOW, GREEN and RED visible + with correct remaps! Also added skid marks with correct remaps. - Added automatic reload confirmation message if you edited the script file by external application. - Added possibility to toggle invisible objects visible in the map. (default on). Also i made the CAR_SHOP objects have visible collision box (transparent square under the carshop sprites). - Button numpad7 will now toggle invisible objects on/off. - Cars selection rectangle now uses their real hitboxes from GTA2, useful to avoid crashes (you cannot make cars overlap each other or the GTA2 might crash!). - Removed wireframe cube from Script editor. Press "G" to see map grids if thats essential. - Sound objects uses two colors in rendering now: red coloring if the "Mode" is PLAY_INSTANT and normal coloring if the mode is PLAY_FOREVER - All letter collectibles have shadows now. - Added white dot in middle of a selected object. - Added option to display startpositions as ped animations. "Options -> Script objects -> Display players as peds" or settings.cfg: "player_icons_as_peds" - 2d script placement finished and working! When switching to 2d mode (by 'numpad 0'), every object you move will be dropped down from the sky to the first block it collides in the 3d space. Also added button to set selected object(s) drop down as if they used 2d coordinates ('B' button). - Space button now displays cranes picking range as a cylinder from lowest ground level to the crane level. - Player startpositions icons now have the correct color according to the remap they have. - Carshops have the color under it according to the remap value used. - Replaced Spray car shop icon with icon designed by Shrooblord. - Fixed some slopes (49-52) collision with script objects when using 2d coordinates. - Added support for SET_DIR_OF_TV_VANS: you can now see in editor where the TV vans will point their antenna in GTA2. (the only difference is that in GTA2 you have to start the car engine before the antenna turns). - Added gang decals visible (SET_GANG_INFO command defines which cars will be gang cars). - Added number to show how many objects are under mouse cursor. Visible at bottom of the object info if theres more than 1 objects under mouse. - Added yet another changelog entry that nobody will read. - Added support for GRENADE object, and fixed BRIEFCASE object from having shadow in some cases. - Right click+drag now has multiselection functionality in the script editor. Yes, it makes inverted colors on the selection, not a bug! - Added trains visible! Appears at the railway station stop zone. - Removed support for INVISIBLE_DEAD since GTA2 doesnt have support for it either! - Added visible animations to some objects that actually animate in GTA2, just to make the difference clear. Note that ANIMATING_OIL and ANIMATING_RUBBISH should be used only when you WANT to see an animation, not when you simply just want to have oil on the ground! Otherwise it will look confusing in the editor. Bug fixes: - Fixed pop-up messagebox from losing focus if misclicked out of the box: now it stays focus on the messagebox always, also now it doesnt create new window at taskbar for the messagebox anymore. - Fixed default water detection if only the palet or palet index was changed. - Fixed randomized/colored water tiles: Now works the same way as blue water setting. Also now it will randomize every possible water tiles properly. (before it used hardcoded water tile ID's). - Fixed possible crash on maps that missed .sty file but which had .mis file loaded. - Fixed incorrect parsing on .mis files; now it should parse every object no matter how it was formatted. Also fixed possible crash on those .mis files which had objects outside the map edges. - Fixed inability to open style files in other programs if they were loaded in this map editor. - Fixed possible crash on file open/save dialogs. Also killed some bugs on map file load. Now this editor should be a lot more stabler and faster on loading since all memory errors should be fixed now. - Fixed script object shadows blending incorrectly on the nearby objects in some cases. - Fixed Sound objects from being forced to drop down to ground level, since i noticed theres a possibility for "3d sounds". - Fixed MMP file loading from other folders than GTA2/data folder. - Fixed awful 2 years old bug... (took a lot of time to fix). - Fixed the old texture problem with mipmapping, no need to disable mipmapping to use editor for some users. - Fixed cars/chars from being under ground if placed inside a slope. - Fixed small minimap being at incorrect position; clicking it moved camera at slightly wrong coordinates. - Fixed maplist showing some map names incorrectly. - Fixed almost all slope types sides rendered differently than in GTA2, thanks to Gustavob for finding this out! Unfortunately GTA2 doesnt support rotation for the sides of most slopes that arent squares. Flip still works. So i had to disable rotation support for almost all slope types sides. Sucks! - Fixed slope types 9-40 to disable rendering one side of 4 sides (not visible in GTA2!). The opposite side from the hidden side renders in GTA2 but its a bit bugged, so i left it visible in my editor too (renders better in my editor...). - Fixed again some other slope types rendering incorrectly in my editor (again, GTA2 fails rendering, need to make it like GTA2). - Fixed bug that caused "Open..." to use the first map files if they werent chosen from the "Open..." menu. - Fixed script editor mouse pointer (the yellow X) from appearing very big on screen on some cases. - Fixed possible minimap hash error, now it takes hash only from the GMP and STY file paths! - Fixed TOWER and TUNNEL_BLOCKER objects from moving above ground if they were placed inside the sloped block. - Fixed object selection on empty map area to be possible! ------------------------------------ 0.5.32 Beta (16.07.2010) ------------------------------------ - Added cropping tool for big map images, you can now safely take largest tilesize map images without using 1GB of memory to it! (unless you crop it to render the whole map...). Use numpad2 to enable/disable, or: 'File -> Save image -> map image -> select area'. Or: 'Display -> Map image cropping tool'. Also the saved image default name doesnt have "BIG_" at beginning anymore, and it has the image resolution inside brackets. - Added possibility to see objects variablenames/types by moving mouse on them. - Added possibility to copy the selected script object code line into clipboard by clicking the object, note: you have to enable cursor coordinates first (Display -> Cursor coordinates / Object selector), (or press numpad1). Note: It still copies the cursor coordinate if you dont point any script objects. Note: sprites can be selected through visible walls. - Image saving from menu will now be handled by Windows save dialogs; you can choose filename and location yourself. Note: if you type the filetype yourself, the image will be saved with that file format, (it doesnt force the selected filetype from the list if you typed for example ".bmp" in the end of the file name). Note: F12 for screenshots still works without need to use dialogs. - Added menu option to reload "settings.cfg" (all 3 of them). (File -> Reload -> Setting files). - Added commandline option to generate minimap image from mmp file or sty+gmp files, example of .bat file contents: "mapeditor.exe -saveminimap -mmp "C:\GTA 2\data\mymap.mmp" -out "J:\minimap.jpg" -size 512 -jpg_quality 10 -bluewater 1" (without starting and ending quotemarks). Use "-sty" and "-gmp" to define style and map file paths (if you dont want to use "-mmp"), "-mmp" for the multiplayer map file (.mmp), "-out" defines the output image file path, allowed filetypes: BMP, TGA, JPG. Note: All files must be FULL PATHS to the file (like in the examples). Notice!: Always use quotemarks around file paths (if you have spaces in the paths, it will break without quotemarks). Preferred to always use quotemarks on file paths. "-size" defines output image width and height, accepts values: 256, 512, 1024 and 2048. "-jpg_quality" defines the compression ratio, 1 = best, 100 = worst. "-bluewater" 1 or 0, will render blue water if the sty file is using default GTA2 water tiles. Extra params: "-benchmark 1" writes program processing time in seconds into file "benchmark.txt" in the editor folder. "-debug 1" can be used to see what went wrong on image saving (will give popup message). - Changed some setting names in the setting files, means you cant use the old setting files anymore! Also made it more clearer which settings are boolean, int or float values; bool values use yes/no, floats always have dot in them, int values doesnt have dots. Note: you can still use 1/0 or true/false in the boolean values. Also float values still accept numbers without dot etc. - Water color will not be dependent on the style file names anymore; all maps that use the default GTA2 water tiles will be converted into blue water color by default. (It only checks first 4 pixels from each 12 water tiles, so there is a possibility for error (unlikely)). - Fixed whining about GTA2 path when opening MMP files; now it uses GH regkey to get the path to seek missing gmp/sty files (if you didnt set the GTA2 path in editor yet). - Fixed possible crash on map load. - Fixed multiple crashes on invalid style files (some gta1 maps converted to gta2 format had invalid data in them). - Cleaned up a lot of code again, may cause more unexpected crashes, please report all crashes/bugs you get! - Default filetype in 'File -> Open...' is now GMP instead of MMP. - Switching anisotropic texture filter on/off doesnt require map reload anymore. - Improved zone editor zone rendering speed a bit; now renders only those zones that you can see. - Added menu option to set default layout for visible script objects (as it is at startup). (Options -> Script objects -> Default layout). - Added possibility to save/load camera position/angle. (Options -> Camera settings -> Camera position / rotation). - Added settings to change camera movement and rotation speed multipliers: rot_speed_ratio (relative to cam_movespeed's), cam_movespeed_slow, cam_movespeed_normal, cam_movespeed_fast. (in "settings.cfg"). - Fixed editor popping on if you pressed ESC in some other program. Also now the ESC button works only if you have launched GTA2.exe from the map editor. - Removed block selector from cursor coordinate picker. - Changed coordinate picker mouse position cube into a cross. - Added possibility to change the coordinate picker clipboard output string format, use coord_pattern variable in"settings.cfg", example to output only 1 decimal precision: %.1f, %.1f, %.1f (note that the white space is stripped out at end and at beginning the of the string). WARNING: if you dont use exactly 3 float values (%f) in the format: the editor may crash! Note: the values are always rounded down. ------------------------------------ 0.5.29 Beta (18.06.2010) ------------------------------------ - Added one file for all the settings: "settings.cfg", use this file to change the editor settings. You can delete lines from the file, then they are taken from default settings file: "settings_default.cfg". It is not recommended to modify "settings_default.cfg" file since it can work as a backup file if you mess up something. You can delete "settings.cfg" to take all settings from "settings_default.cfg" file. Setting file format goes: "settingname = value", white space is ignored, and text case (uppercase/lowercase) doesnt matter. You can use boolean true as: "1", "true", or "yes". boolean false as: "0", "false", or "no". Note that the titles ([TEXTURES] etc) doesnt affect reading the settings at all, you can type any text there, but if you use "=" mark in the text line, it will try to read it as a setting. Note: You can also use file "settings_test.cfg", it will be the last setting file you can use, therefore that file settings will replace the other files settings, this file does not exist by default, you have to create it yourself. - Added recent maps thumbnails at the startscreen. Disable by setting "show_recent_maps" to zero in "settings.cfg". - Fixed problem with "gta2path.txt" (missing at every new version), now it is stored in registry key instead, so you dont need to set it more that once now. - Added possibility to see and copy cursor coordinates. Click on the map to copy the coordinates into clipboard. (display -> cursor coordinates). Note that it is still buggy, some slope types doesnt work at all. Also note that the selection box is not functional yet. - Added support for all script objects sprites (OBJ_DATA), few were still missing. - Fixed inability to open mis file with other programs if it was already loaded in this editor. - Fixed inability to force shut off GTA2 from esc button while playing from editor if the chosen GTA2 executable wasnt "gta2.exe". - Removed "unused" zone types from the zone editor menu. If you still want to use unused types, use setting "show_all_zone_types" set as "1" in "settings.cfg". - Added option to limit the camera movement on the map area (16 blocks away from edges). (Options -> Camera settings -> Limit movement on the map area). - Added option to make the minimaps clickable by LEFT mouse button. (Options -> Editor settings -> Keys -> Minimap click button). - Fixed a rendering bug when looking at transparent tiles with other transparent tiles under them by using certain angles. Although, this fix makes rendering and map loading slightly slower. - Fixed a rendering bug with Zone Editor's zone name text on railway station zone types, also removed the black edges from the zone fonts. - Improved loading and rendering speed a little bit by not reading the topmost blocks at all. - Added menu option to show/hide left menu (F1) (Display -> Window -> Minimap and Left menu). - Added option to disable padded tiles generation by using setting "padded_tile_textures" set to zero in the "settings.cfg" file. - Added all (8 bit) font characters support. - Cleaned out a whole bunch of the program code, this means it may cause some crashes. if you crash, please report it. - Fixed all memory leaks, should be more stable now (although, the above changes may make it more unstable). - Added option to not render infinite water square under the map area, this will give extra FPS if the map is already fully covered. (options -> rendering settings -> water settings -> infinite water -> draw middle square). - Removed annoying messageboxes when saving minimap/screenshot from the menu. - Fixed window height getting smaller each time editor was opened when using windowed mode. - Added file "loading.log" to log the map loading processing times, and more info in future. ------------------------------------ 0.5.28 Beta (26.05.2010) ------------------------------------ - Added option to choose GMP, STY, SCR or MIS files separately. (File -> Open...). - Added possibility to open MMP files even if all their files arent at the same folder where the MMP file was. Now it will take files from GTA2/data folder if they werent found at the current folder. - Changed default image formats to BMP. Note that TGA is still the fastest format in saving. - Added option to change camera movement keys from 'ASDW' to Arrow keys. (Options -> Editor settings -> Keys -> Movement keys). - Added duplicate menu button for displaying zone editor. (File -> Edit -> Zones). Still exists in the 'Display' menu too. Also added button to toggle script objects on/off in the 'Display' menu. Also re-ordered a bunch of the buttons in 'File' menu, and moved image saving options into own category: 'File -> Save image'. - Fixed some script objects being above block when they should have been under it. Not 100% sure is this fix causing other rendering errors, but seems like its fine. - Added option to change minimap size (Options -> Editor settings -> Minimap size). If you are using small window, reducing the minimap size will give more space for tile/zone menu at left. - Added option to cancel the program from launching into fullscreen mode if "fullscreen.txt" was createn. (if canceled, it will launch in windowed mode instead) This feature also allows you to define precisely the window size. - Added shortcut keys info in all of the menu options. - Changing "texture filter" (pixelized/smooth textures) or "mip mapping" to off doesnt require map reload anymore. (options -> rendering settings -> texture settings). Note that you still have to reload the map if you switch mipmapping on when you previously loaded the map while mip mapping was off. - Added "render mode" settings into menu (3d / 2d / 2d minimap). (Options -> Rendering settings -> Render mode). Previously only accessible by numpad 0. (numpad 0 still works). - Added option to set the camera default angle to the current camera angle (not limited on one axis anymore). Also tweaked some of the option names in the camera menu, and added more info in the statusbar for some of the settings. - Added "output tilesize" number in the statusbar next to camera position. This will give you a clue how big map image will be saved. (its not always correct because the rendering is limited on the window size, thus statusbar/menu is removed while image rendering which causes the value to be a bit different). - Fixed rendering bug when saving big map image (while having free camera mode on). - Fixed rendering bug on load screen when switching map (showed previous map loading text). - Fixed camera from rotating (or moving up when right clicked) when big minimap was on (TAB). - Fixed crash on load when GMP file was not found. (happened when opening mmp file and the folder didnt have the correct files). - Fixed zone editor to display the currently focused block correctly. (didnt always show it in the correct position depending on camera angle). - Added zone editor key help directly in the zone editor window. (under the zone types list). - Added option to reload the maplist on run time. (File -> Reload -> Maplist). - Added option to disable screen clearing on every frame (Options -> Rendering settings -> Clear screen). This may increase the FPS on slow GFX cards. If disabled, you will notice image "bleeding" on the areas where map isnt drawn at all. Note that this is meant to be used only with top-down view mode, just like in GTA2. - Next/Previous map shortkeys (M/N) changed to CTRL+M/CTRL+N. - Fixed file find dialogs to not return empty file name when canceled. (it made GTA2 path to empty if file finding was canceled). Also if you try to test the map but GTA2 path is not set, you will automatically get file find dialog open, and after selecting file it will launch GTA2.exe. ------------------------------------ 0.5.273 Beta (15.04.2010) ------------------------------------ - Editor will not render, or do anything when minimized. (less lag while doing other things). - Launching the map in GTA2.exe for testing purposes will now minimize the editor automatically. (less lag while playing). - Pressing esc at any time will force shut off the GTA2.exe and un-minimize the editor at the same time now. - Fixed crashes when no maps were found. - Removed warning about "maplist.txt" at the first load. (now it shows info at the map list for what to do). - Editor window will now appear in the middle of the screen (instead of top left corner). - Fixed bug in flats: didnt render properly if the script objects werent visible. ------------------------------------ 0.5.27 Beta (09.04.2010) ------------------------------------ - Added map screenshot maker; can take fullsize map screenshots by using current camera altitude. (File -> save -> Map image). Note: taking bigger images can take up to 800 megs memory. preferred tile sizes: 8 to 32. (means 12 to 200 megs memory usage). - Sprite animations are now synced with time (no longer spins too fast!). - Added framerate limiter. (options -> rendering settings -> framerate limiter). Use this if V-Sync isnt supported on your GFX card. Unfortunately i couldnt make the FPS limit exactly 30 or 60, you have to use 32 or 64 (or some other absurd values in the list). - Added new rendering mode: Stereogram mode, cross your eyes to make the screen look 3d like it was real! Headache is the only thing that makes you want to stop using this feature! (options -> rendering settings -> render mode). Tips: 1: Disable menu (F1). 2: Use square window size (easier to focus). 3: Look at the screen from a good distance (about 50cm). 4: Cover some part of your left/right sight areas to get rid off the duplicate images in your vision, the closer at your eyes you cover it, the better. - Will not load both platforms scripts anymore (PSX and PC). Added option in menu to switch between PSX or PC platform. (options -> GTA2 -> platform). This means you will no longer see PSX objects in the map if you have selected PC platform (default) and vice versa. - Improved free camera mode to be faster in rendering when looking only a small part of the map. This also fixes the bug that appeared when perspective angle was adjusted (didnt render everything you could see). Note that going outside of the map, or looking up will cause it to render the whole map = slower (although this was how earlier version worked too). It still has some flaws: it doesnt always work perfectly when perspective is changed or if camera is using certain angles. - Added options to resize the script objects by their object type (or all at once), use this with the fullsize map screenshot maker. (options -> script objects -> scale). Also added default layout to quickly change only the generator object types sizes to 2.5x bigger, and everything else normal size. - Added option to change tiles and script objects texture quality (options -> rendering settings -> texture settings -> texture filter). use pixelized tile textures mode with the fullsize map screenshot maker to get better quality images. If you have low FPS, you may also get some more FPS with pixelized textures mode. - Infinite water texture uses the map most used water tiles now (that one which has animation set to it). Also if there is no water lid tiles in the map, it will set infinite water texture to the most used lid tile of the map. - Fixed screenshot saving on certain window sizes. - Added option to change the image formats for screenshots, minimaps and map images. Possibilities are now: TGA, BMP and JPG. Also JPG quality can be changed. (options -> settings -> saved images formats). - Added button to reload script file on runtime (F7). - Fixed maplist: didnt list all maps, now it checks unique map names, instead of unique sty+bil combinations. - Added keys to scroll maplist without mousewheel: pageup/pagedown now does the same. - Added option to open the .mis file to chosen program from the editor. (file -> edit script file). - Added option to always display weapon pick-up objects with 90 degree angle (looks better on screenshots). Default on. - Added setting to disable sprites loading. (options -> loading settings). - Added full support for COLLECT_(00-44), also support for MOVING_COLLECT_xx codes. - Fixed ALPHA car and ANIMATING_OIL object to be visible. Also fixed/added support for several objects, including car skid marks (no remaps supported). - Added blinking light for POWERGEN object. Also POWERGEN_DEAD object support added. - CAR_SHOP objects have sprites now: using the weapon icons, and "S" letter for spray shop. Can also be disabled separately. (options -> script objects -> carshops). - Added support for CHAR_DATA. They will be displayed with default ped walking animation, still no remaps supported yet. (options -> script objects -> chars). (default off). - Added SOUND objects visible, they will be always placed at the highest position from top, unless there is no ground under them where they can collide. (options -> script objects -> Sound objects). (default off). - Added option to disable sprite animations (options -> script objects -> animations). - Added option to disable shadows for script objects. (options -> script objects -> shadows). - Map checksum calculation fixed: checksum wont change when editing zones and other stuff that has no effect on the minimap appearance. This way it becomes slightly faster to calculate too. - Added rendering setting "face culling" (default enabled), it improves rendering speed on some cases, for example when wireframe (G) mode is enabled. - Added option to make textures sharper/smoother from the menu. (options -> rendering settings -> texture settings -> texture sharpness). sharper textures = slower. - Added button to zoom in/out without mousewheel: (CTRL+ or SHIFT+) HOME/END. shift = slow, ctrl = fast. - Added fog settings in the menu. (options -> rendering settings -> fog). - Fixed triangle counter (showed more triangles than what there actually was). - Fixed blend mode, when using ghosted flats, the blending mode was used everywhere else too. - Added new render mode: heightmap mode. (options -> rendering settings -> heightmap). - Added new texture mode: white textures (used with heightmap mode). - Switching to top-down view will now reset the free camera mode flying speed. - Added new render mode: sprite wireframe mode, makes it easier to see sprites locations (when map rendering is off). - Added option to change infinite water radius. (options -> rendering settings -> water settings -> infinite water -> radius). - Added option to disable flats rendering. (options -> rendering settings). - Quick open map list will show maps that have modified style file with + mark at the beginning of the map name. - Added links for Readme.txt and Changelog.txt in the Help menu, will open them in default edit program. - Global map grids are not on by default anymore. - Added "possible crashes" info in the Readme.txt ------------------------------------ 0.5.22 Beta (03.03.2010) ------------------------------------ - Cars, generators and objects are now visible in the editor with animations, shadows and tanks/jeeps/firetruck/tvvan turrets! Also car trailers are visible; even the MINI_CAR is supported! and everything looks exactly like in GTA2! (99% match) Remapped cars doesnt work at this moment: all cars have remap zero palet by default. Press Numpad4 to enable/disable map objects. - Added global hotkey: ESC button will shut down the GTA2.exe without a warning (works only if the editor is running). Helps a lot when gta2.exe crashes while testing a map. - Added program icon in the program window too! - Fixed zone saving when map had no zones by default. - Fixed "debug.txt" appearing at the folder where you opened .mmp file. - Minimaps will now display water if infinite water is enabled. - Fixed minor bug on big minimap; statusbar covered small bit of the minimap. - Big minimap will now be shown when TAB is hold down and hide when TAB is no longer hold down. (old behaviour: tab enabled and next tab press disabled minimap). - Map list in the menu now shows currently open map with brighter background color. - Changing default camera rotation now also rotates the camera to that angle. - Added version number to the window title at startup, and removed the .gmp filename from the title: its already visible in the statusbar. - Added setting to disable camera tilting when rotating (options -> camera settings -> tilt camera on turns). - Added anisotropic filtering on minimap image too (used in 2d view mode or when zoomed out enough in 3d mode). - Infinite water texture will also be anisotropic filtered texture now (less blurry on oblique camera angles). - Statusbar camera position coordinates fixed to be exactly what they are in GTA2. - Minor fixes: statusbar info part a bit wider, some menu items arranged in better places / names. - Added some hotkey info in the statusbar messages. - Added tooltip in zone editor when SHIFT key is hold down. - SHIFT+movement keys (slow camera movement) are now disabled in the zone editor. - Editor commands (camera rotation in free camera mode etc) are now disabled while maplist (CTRL+F1) is enabled. ------------------------------------ 0.5.20 Beta (21.02.2010) ------------------------------------ - Added menu and status bar: some command line functions are in the menu now. Note: the checkboxes in the menu arent working yet: they only declare which of the settings are default at this moment. Statusbar will now display short info about the functions in the menu. - Intense CPU usage fixed. Will now give more FPS on bad computers. - Editor will not load a map on startup anymore. - Added .mmp file list on startup. Use mouse wheel to scroll the list if theres too many maps. - Blurred terrain fixed when looking terrain with oblique angle. (not supported on all cards). Unfortunately the terrain looks uglier at farthest areas with oblique angle, switch it off if you are taking screenshots where you see this texture bleeding. (Options -> Rendering settings -> Use anisotropic filtering). Create file "noanisotropy.txt" if you dont want to use this by default. - Camera will now automatically find where the map area is on the 256x256 square and then center the camera in middle of the found area. - Editor will now remember your window size. - New key: F11 now hides/shows the menu and status bar. - New key: CTRL+F1 to display quick open file list. - Mousewheel zoom direction reverted. - Enabling the zone editor will now change the rendering mode to 2d automatically. (and back to 3d when zone editor is off). - Zone editor cannot be used with free camera mode anymore. - You can now use JPG, TGA, and BMP images for skyboxes. - Added command "CHEATS" to disable/enable cheats when testing map. (Options -> GTA2). - Added command "SNAPCAMERAMOV" to make camera movement use one block precision, just like in old GTA2 map editor. (Options -> Camera settings). - Added error messages when style or GMP files were not found. - Fixed rotation keys (Q/E) to work properly, and made them to have the same rotation/speed ratio, so your rotation direction doesnt change when you change speed (shift/control/neither). - Added setting to switch randomized water tiles off, so you will see the map as it was made at the first place. (Options -> Rendering settings). - Fixed duplicate maps being in the map list when some GMP/STY filenames had different case for the string letters. - Added some history in the end of this changelog file. - Added "thanks to" in the readme.txt, if you should be there, let me know, i might have missed someone. ------------------------------------ 0.5.185 Beta (14.02.2010) ------------------------------------ - Fixed highly unlikely crash when no .mmp files were found from the default gta2 folder. - Fixed broken zone renaming (opened command line instead of applying zone name changes). - Players start positions rendering is enabled by default now (disable by numpad4). If you cannot see the player start positions, try to zoom out of the map to see whole map and disable map drawing (Z), if no white points seen, then you probably are missing the correct .mis file. Press numpad 4 to disable and enable again to see if that is true. (pops up error message when the .mis file was not found). - Added "keep weapons after death" cheat in TEST command. - Added setting: file "nocambox.txt" disables minimap camera rendering (should make your CPU usage a lot lower, but on some CPU's the free camera mode will look laggy when rotating left/right.). - Added setting: file "fullscreen.txt", launches editor in fullscreen using maximum resolution. you can set own resolution in the file: first line in the file is width, second is height. will also notify which resolution it is going to use. - Added program icon, thanks to Cuban-Pete. ------------------------------------ 0.5.181 Beta (12.02.2010) ------------------------------------ - You can now see player start positions in the editor (numpad4 to enable), they will be visible only if you have .mis file in the same folder where the .scr file is, and when it has the same name as the .scr file. - Added fps on the window title, also fps will now be updated only 2 times in a second (previously each 100 frames). - Fixed some .mmp files reading error when using unicode marks in the file contents (only 2 different maps were affected on this). - Fixed instant crash on cards that didnt support v-sync (i hope). Also the automatic v-sync adjuster removed, may increase FPS on some cards, if you get low fps (30 or under), i suggest to disable vsync by either pressing V or creating file "novsync.txt". - Editor will now convert those lid flats that had no transparency into normal ground type (fixes some rendering uglyness on some maps). It is always preferred to make maps to follow this procedure (as the documents says lid flats should not be used if there is not transparency in those tiles). - 0.5.181b edit: fixed .mis file loading when doubleclicking .mmp file. ------------------------------------ 0.5.17 Beta (07.02.2010) ------------------------------------ - Added command "LOADMAP" to choose .mmp file by yourself. - You can now associate .mmp files with this editor, so you can open any .mmp file in editor by just clicking them. Which also means there is some Windows command line support, example: MapEditor.exe "i:\gta 2\data\somemap.mmp" will open the .mmp file in the editor. Note that it will always open new editor window, be sure to close the previous one to load/use it faster. - Added command "BLENDMODE" to switch between solid or transparent flats (sometimes the wires may look ugly if the ground behind them is also flats). - Added command "LOCKZP" = locks/unlocks camera z axis in free camera mode (wont move down or up at all). - Fixed some possible crashes. - Modified "COLORWATER %d" command, you have to give parameters to it: 0 = use gta2 water, 1 = let it choose automatically, 2 = use my blue water. - Added cheats when you test map by "TEST" command: infinite lives, all weapons, free shopping, debug keys. ------------------------------------ 0.5.16 Beta (04.02.2010) ------------------------------------ - Custom style files supported now! - Minimaps saving fixed. Create "minimapfix.txt" in the editor folder if your data/minimaps are all black, or if SAVEMINIMAP command saves black minimap. Or if you had other problems with minimaps, then try the same method mentioned above. - Should not show "trash" on the screen anymore when opening the editor. - Fixed some filename problem in data/minimaps when not using [DIR] method. Now it will use the gmp filename if description is not found. - Minor fixes about filename/description. - Added command "COLORWATER", toggle blue colored water on/off (default on). this also disables the water randomizer, so every water tile uses those settings that were originally saved in the map file. - If maplist.txt has no valid maps there, it will automatically generate a line of [DIR] to the path of GTA2 folder that is saved in windows registry by GH. If there is no registry key, it will try to use gta2path.txt, if that doesnt exist then it will pop up the normal error message again. ------------------------------------ 0.5.15 Beta (01.02.2010) ------------------------------------ - Fixed the minimap rendering bug on some ATI cards. (i hope so). remove "minimapfix.txt" file if you want to disable software resizing and enable hardware resizing (hardware should be faster). - Displaying "create zone:" text when holding CTRL and showing which zone type and name is going to be created. - The file "output_maplist.txt" can be now copied without modifications and be used as maplist.txt. Note that if you do this, you wont be able to test the maps with TEST command. - Added more commands info in the Readme.txt in "Other keys" category. ------------------------------------ 0.5.10 Beta (31.01.2010) ------------------------------------ - After a year of pause in the development, first public release made; including only Zone editor and the map viewer. ------------------------------------ 0.1.0 Alpha (23.05.2009) ------------------------------------ - Release for a few users. Compressed map format support added. ------------------------------------ 0.0.0 Alpha (02.07.2008) ------------------------------------ - First version that can display uncompressed maps.