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M2 GUI-Kit V2.3.9

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@ProJ-Yeet ProJ-Yeet released this 25 Sep 02:49
· 78 commits to master since this release

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: every wall_level has a block, and every building's tower_level has
    enough firing levels on its wall. It found ROCSS's three empty shot_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
    england inquisitor 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 .cas from 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.tga is looked for
    as x.tga.dds, then x.tga, and never as x.dds. DaC's Amroth general
    paints, and 864 materials that have both a real .tga and a .tga.dds now
    show the .tga.dds, as the game does.

  • Animations from an unpacked pack play. A pack.dat unpacked 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 .cas beside the entry, never over it.

Also

  • A mod's layers save faster where numpy is installed. The release runs as
    before without it.