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DS1 Studio v0.2.68
New
- Paths in the View ribbon (#28). NPC patrol paths now have their own toggle next to Markers (also P, and "NPC paths" in the Layers panel), so they can be hidden for screenshots without hiding the objects. A selected NPC's path still shows while you edit it.
- Any act's palette in the DT1 library (#29). The Colours list adds "drawn for Act 1" to "drawn for Act 5".
- Choosing one shows the library in that palette and makes it the act the library was drawn for, for as long as the dialog is open.
- That act is then what its colours are converted from when "Convert to Act 0 colours" is ticked: when you add whole libraries, build a custom DT1 or edit one.
- "Its act" now also reads a library's art when its folder doesn't name an act (custom DT1s), and says where the act came from.
- NPCs from earlier acts in the objects palette (#32). With an earlier act chosen above the palette, its NPCs are listed too, placed with the id that reaches them from the map's act. That's 60 per act back, so Gheed is -240 in an Act 5 map, as WinDS1 places them. A later act's NPCs can't be reached that way.
Fixes
- Special tiles with art are drawn (#30). A warp's archway or stairs (act2/palace/subNE.ds1, for example) is art the game draws among the walls, lit when hovered. It used to be treated like an editor marker: drawn after everything else, and hidden with the special tiles. It's now a wall, drawn in depth order and shown with its wall layer. Plain markers, the editor's own pictures, still go with "Special tiles".
- The Arcane Sanctuary's tomb signs show (#31). Act 2's object 110 (act2/arcane/summw.ds1 and others) points at objects.txt row 582, which doesn't exist (vanilla) or is only "" (PD2). It's now drawn from its own art (token 7C), as WinDS1 does, named "Tomb signs in Arcane (no objects.txt row: not in game)", since the game itself creates no object for it.
- Object ids can be negative (#32). The id fields when editing an object or placing a new one accept negative ids (-9999 to 9999), which reach earlier acts' tables.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.
DS1 Studio v0.2.67
Fixes
- A cell with both a floor and a lower wall now shows its floor, as in the game.
- Before: lower walls (the walls hanging down into a pit) were drawn over their own cell's floor. Where a floor was placed on top of a pit edge, for example the sand around the Dark Temple's pentagram, the map showed dark holes that aren't there in game.
- Now: lower walls are drawn first and every floor covers them, like the game and WinDS1. Flat one-colour void floors (like the Arcane map's) still go underneath, so they don't hide the pit walls.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.
DS1 Studio v0.2.66
Fixes
- Tiles no longer disappear after several walkability edits. This is the fix from 0.2.65, which was published with the wrong version number, so the app didn't offer it as an update.
- Before: with "This map only", each stroke reloads the map's tile libraries, and the map view kept the previous copy of every tile's image as well. After a number of strokes the graphics memory ran out and parts of the map stopped drawing, until you opened another map and came back.
- Now: once the map view holds far more tile images than the map needs, it starts afresh, so memory stays the same however many strokes you make.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.
DS1 Studio v0.2.65
Fixes
- Tiles no longer disappear after several walkability edits.
- Before: with "This map only", each stroke reloads the map's tile libraries, and the map view kept the previous copy of every tile's image as well. After a number of strokes the graphics memory ran out and parts of the map stopped drawing, until you opened another map and came back.
- Now: once the map view holds far more tile images than the map needs, it starts afresh, so memory stays the same however many strokes you make.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.
DS1 Studio v0.2.64
Fixes
- Walkability: you can block part of a cell that already uses both floor layers.
- Before: blocking with "This map only" adds an invisible blocker tile to a free floor layer. If a cell had no free floor layer, the stroke was skipped with "both floor layers are used, so there's no room for a blocker". The only option left was blocking the whole cell.
- Now: the cell's own floor tile gets a copy with the flags added, the same way making a cell walkable already works. You can block any sub-tile of any cell, and take it off again.
- Painting a whole cell still uses the map's whole-cell flag, which needs no tile.
- Clearing part of a cell marked "unwalkable" now works even when both floor layers are used. The rest of the cell stays blocked through the copied tile. Before, the whole stroke was skipped for that cell.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.
DS1 Studio v0.2.63
What's new
- Animate is easier to find. View → Show now has an Animate button (Shift+N) that plays animated tiles the way the game does, at 10 frames a second, plus animated objects. Animated tiles include lava and animated water. The button's tooltip says how many animated tiles the open map has.
- The Layers panel always shows "Animate tiles". Before, it only appeared on maps with animated tiles. On a map without any, it now says so.
- Making animated water: use Map → Animated water…. The game only animates tiles that have several frames and the lava flag.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.
DS1 Studio v0.2.62
What's new
- Pixel-perfect automap zoom (10%). The map draws the automap at a tenth of its size, so at exactly 10% one automap pixel fills one screen pixel, as in game.
- In Automap mode, Home and a click on the zoom percentage in the status bar now go to exactly 10% instead of 100%, with or without smooth zoom.
- The automap editor's preview has its own zoom percentage next to Fit. Click it, or press Home in the editor, for exactly 10%.
- A more compact automap texture picker.
- Same size for every piece. Every piece is shown in the same box at one whole-number size, 3× by default. Pieces stay where the game places them in their cell, with the empty space kept, so you can see which side of the cell a piece sits on. The few oversized pieces are cropped.
- 1×–6× buttons set the size, or hold Ctrl and scroll over the pieces.
- Numbers and Names checkboxes hide the labels to fit more pieces. The tooltip still shows both. The size and the two checkboxes are remembered.
- The automap editor's left side is reorganised.
- Category tabs. The five categories (Walls, Walkable floors, Water, Roofs, Objects & trees) are now a row of compact icon tabs. A dot marks a category with missing walls, and a dimmed icon marks one hidden from the automap.
- Category details. Below the tabs: the chosen category's counts, its Show checkbox and its parts (Left walls, Right walls, Corners, Doors…).
- Tile kind list. The list of tile kinds is always open and fills the rest of the column.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.
DS1 Studio v0.2.61
Fixes
- Walkability painting works on levels with long folder or type names. "This map only" edits put their blocker tiles in one tile file per level type, named after the type. On Dark Temple that name,
PD2assets/dtprivate/dark_temple_custom.dt1, was 42 characters. The game holds at most 41, so the studio stopped with an error. The name is now shortened to fit: the underscores in the type name go first, then letters from the end. Dark Temple getsPD2assets/dtprivate/darktemple_custom.dt1.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.
DS1 Studio v0.2.60
Fixes
- Walkability now matches the game in a map's empty areas. Cells with no tile are open ground in game, or get the level's blank tile (LvlPrest FillBlanks). The Walkability view, its panel and the brush used to treat these cells as blocked. Now they use the game's own rule. You can paint walkability there: blocking adds an invisible blocker, as it does elsewhere.
- Monsters spawning outside the play area. Some levels fill their empty cells with a blank tile that leaves a few sub-tiles walkable. In Dark Temple, for example, 3 of the tile's 25 sub-tiles stay walkable, so monsters can spawn in the void. When a map has such cells, the Walkability panel says how many and offers Block empty cells. It works on the whole map, or on the selection when there is one, and is one undo step. Save the map to keep the change.
- The whole-cell unwalkable flag works on empty cells. This covers Ctrl+Shift+right-click, Make unwalkable and Block empty cells. Before, empty cells were skipped. Now the cell gets a hidden copy of the map's most used floor tile that holds the flag. Nothing is drawn there.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.
DS1 Studio v0.2.59
What's new
- The right-hand column has vertical tabs. The tabs are Tiles (Objects & NPCs in Objects mode), Cell (with the selection), History, Tags & Groups, Layers and Map, each with an icon on the column's edge.
- One panel shows at a time and fills the column, with one scrollbar instead of scrollbars inside scrollbars. The studio remembers the tab you picked.
- A dot on the Cell tab shows when a selection is active. Right-click → Cell details opens the Cell tab, and showing a tile in the palette from the Cell panel opens Tiles.
- "DT1 wall categories" moved from under the bar above the map to View → Wall categories…, which gives the map more room.
- Cell panel:
- ↑ / ↓ buttons next to × move a tile to the layer above or below, swapping with the tile there. This changes the draw order: higher layers are drawn in front. They're greyed out on Floor 1 / Wall 1 and on Floor 2 / Wall 4.
- Each tile's details are folded behind a Details toggle (kind, indexes, flags, raw bytes and sub-tile flags), so a whole cell fits on screen.
- "Unwalkable cell (flag)" now sits with each tile's other settings, just before Raw bytes. A badge on the folded card shows when it's set.
Fixes
- Objects are drawn where the game draws them. objects.txt Xoffset / Yoffset are now applied, so the chandelier hangs 130 pixels up instead of sitting on the floor. 53 objects use these offsets, including doors, the Duriel's Lair portal, the Mephisto bridge and the Ancients' door.
Windows users run the -setup.exe; Linux users take the .AppImage (self-updating), .deb or .rpm.