This release extends the editor with a new window about
Game Objects. This window is all about the game-global properties (stored in
objprop.dat) of objects, as well as their names and primary bitmaps. (Critters and other perspective-related images not yet included)
With this extension, all the functions the old editor provided have been ported now to the new one. Even more so, thanks to the source release, more object properties are now available to be modified!
See Wiki for details.
This release mainly handles issue #51: possible truncation of imported texts.
In case you are affected by this bug, try re-importing the text into the editor. In case unknown characters are detected, they will now be replaced by a
Apart from this issue, internally the editor has been modified to load files quicker by utilizing more cores of the machine. Also, thanks to a minor issue with the shader code, text was not as crisp as it should have been - this has also been adressed.
This release adds a new feature, as well as fixes some further bugs:
Animations: Video Mails
Video mails can now be exported as animated GIFs, and such animated GIFs can also be used to import new sequences. See example here (Twitter) .
Note that with current engines, video mails and their sequences are limited - apart from the intro, there are only 6 separate video mails available in the game.
In line with editing of video mails, the electronic messages window has also been extended to set the message type of mails (either "Audio/Text" or one of the six video mails).
Bitmap import for 3D objects was wrong (#40): The engine doesn't support compressed bitmaps for textures or materials. (anymore?)
In order to have proper bitmaps again, these two bitmap classes are now stored uncompressed.
This release contains a behavioural change that is declared a fix of bug (#39).
From now on, exported images (
.png files) no longer automatically have "transparent" areas.
This was done in order to preserve the actual 8-bit palette of the game. From now on, the areas previously marked as transparent are now filled with color of palette index 0.
This way, the palette is properly preserved and re-importing such 8-bit paletted images will allow for usage of animated pixel colors.
Texture & Bitmap import is trickier than assumed. This release handles two issues:
- #38 that has imported texture bitmaps with artifacts (or simply garbage) -- because of invalid bitmap settings in resources
- #37 glitches with paletted images: Import mechanism has been modified. Only if the palette of a paletted image matches that of the game, then the pixels are taken literally. In any other case, colors are matched with a best effort.
Last release had a severe bug with the import of bitmaps of textures (#36).
Importing an image for textures other than the first one messed up the resource files and/or had potential to crash the game. Internally, small bitmaps were mixed up with large ones, ending up with wrong resource identifier.
This release fixes this issue.
It still contains further issues with texture/bitmap import. Please use a later release.
(binaries removed to avoid further issues)
This release is a feature increment that contains the following things (See milestone v1.1.0 for all issues and their details):
It also contains a severe bug with texture bitmap import, that most likely messes up resource files and crashes the game. Please use a later version!
(Binaries of this release were removed to avoid larger damage.)
Palette images import
When importing an image, when providing a paletted image, then the palette indices are now taken 1:1. Otherwise, colors are mapped as closely as possible to the game's palette. When mapping, the indices of animated palette indices are ignored.
Placing items on the floor
The algorithm for placing items on the floor has been refined, and any sloped surface is now properly considered as well.
Furthermore, new keyboard shortcuts have been added:
R place all selected items on the floor, at eye-height, and at the ceiling, respectively.
This release contains the following bug fixes:
- Small Stuff level content has a practical limit that is 20 less (=107) than the list size (=127). This is because the engine stores hacker's inventory in this list during level transition - except for level 1. This limit is now displayed in the new-item combobox, but no other enforcment is in place due to the exception of level 1.
- Auto-Save was not active when the project window was not visible. Now auto-save is always active.
- Step-Slider controls (-/+/slider combos) now have tighter horizontal spacing, to make them look better.
- New items are now placed properly on the floor, according to object properties. The implemented algorithm works good for flat floors (open, slopes, ...) and only semi-good for ridges or valleys. This implementation will need some tweaking.
This release marks the milestone for providing basic fan-mission editing support!
With this editor it is now possible to create fan-missions, including specific texts, logs, and audio.
Preliminary support for layered modding of compatible engines is included as well, details have to be figured out in upcoming versions, in cooperation with the engine developers.
Obsoleting deck package
By extent, this release makes the older
deck package from InkyBlackness obsolete, because archive/level creation has been included in the editor, as well as the long sought undo/redo functionality. Furthermore, HackEd includes various fixes and extensions regarding level object properties.
Although HackEd in v1.0.0 misses features that the editor from deck provided (specifically the game texture editor and game object editor), these are features to be added soon.