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M2 GUI-Kit V2.3.9
v2.3.9
Walls, agents, and whole things brought across. Everything since v2.3.8:
screens for descr_walls.txt and descr_character.txt; a building tree, a
settlement model and any data/ zip brought in from somewhere else; campaign
models drawn standing up rather than piled on the ground; and animations played
out of a pack that was unpacked in place.
New
-
Walls, gates and towers. A tab edits
descr_walls.txt, which is per wall
level (0 to 4), not per culture: the wall, the gateway and its gate types, the
tower's firing levels and the gatehouse. It is held against the buildings
file: everywall_levelhas a block, and every building'stower_levelhas
enough firing levels on its wall. It found ROCSS's three emptyshot_gfx
lines. -
Agents and generals. A tab edits
descr_character.txt: each agent type's
actions, wage and action points, and each faction's strat models, battle
model and kit, with a grid of which faction has which type. A strat model's
card in the Models Editor lists every character block it stands in for, as
links, and each model on the tab links back to its card. It found DaC's two
englandinquisitor blocks. -
A building tree from another mod. From another mod… on the Buildings
screen brings one or more building lines of another installed mod across
whole: the block, its text (per faction and per culture, carried to the new
name) and its building cards. Every faction and culture this mod lacks is
mapped or left out, a recruit this mod lacks is left out and listed, a hidden
resource it lacks is added, and a level that needs a line, resource or
religion it lacks is refused with a one-click add that line. A same-named
line can be replaced in place. One backup, one Undo. -
A settlement model imported and put on a culture's level. Import…
beside each level's model on the Cultures screen (and the fort, fort wall,
fishing village and watchtower lines) copies a settlement.casfrom another
mod or from disk, with the textures it names, into a folder where nothing is
written over, and puts it on that line, keeping its settlement plan. -
Any
data/zip loaded back. My changes takes any zip laid out under
data/(the changed files, a faction's files, a whole campaign) and plans
each file: new, the same, replacing (with the records named) or refused. Stale
compiled maps are deleted, and one Undo takes it all back.
Fixed
-
Campaign models drawn in their pose. A skinned strat model is now placed
by its skeleton, each piece where its bone puts it, instead of piled on the
ground. All 296 characters in both mods stand. 53 ROCSS models with a baked
animation, its diplomat among them, decode at all. -
Strat textures in the game's order. A material named
x.tgais looked for
asx.tga.dds, thenx.tga, and never asx.dds. DaC's Amroth general
paints, and 864 materials that have both a real.tgaand a.tga.ddsnow
show the.tga.dds, as the game does. -
Animations from an unpacked pack play. A
pack.datunpacked in place keeps
each file under the path it was packed from, and the viewer found none of
them. It now looks where the game reads, then under the nested path, and reads
those entries with the unpacked skeleton's bones: 40,460 of DaC's 41,501. An
edit saves as a loose.casbeside the entry, never over it.
Also
- A mod's layers save faster where numpy is installed. The release runs as
before without it.