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Releases: df21-net/editor

WDFUSE 3.10

01 Mar 07:21
8a08e01
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This is a custom build with a few fixes on top of 3.00. It is the last release prior to The Force Engine editor release.

You can find it here --> https://theforceengine.github.io/

WDFUSE 3.0.0

10 Jan 01:42
9260c10
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WDFUSE 3.00


Projects:

  1. Added ability to load a list of Recent project
  2. You can now have projects longer than 8 characters long
  3. Added an option to open the project folder of the current project in explorer
  4. WDPs should now be auto-assosciated via the Options
  5. Added variable back-up limits via Options
  6. Added 100 vs 125 DPI support
  7. The Force Engine has been added as a Launch Menu in Options
  8. Added EA Origin support as an external storefront.
  9. Added verification to project assets and added more logging when issues occur
  10. Added a warning if the GOB assets are locked (Ex: you are running Dark Forces)

Map Editor:

  1. Added real-time sync with 3D Renderer
  2. Clicking on Sector Find now updates the INF Editor as well
  3. You can now update multiple wall lengths at a time
  4. Sector Heights are now shown in the Wall Editor
  5. BOSS and COMPLETE sectors are now different colors (controlled via Options)
  6. Normals now always show up when single-clicking on a single Wall
  7. Grid/Scale settings are now stored in the INI file
  8. Fixed an issue where some objects do not detect the sector they are in
  9. Bit values now show up in the INF Editor's event_masks
  10. You can now pan while holding ALT and left clicking
  11. Added freehand drawing of vertices while holding CTRL button
  12. Added control over object snapping (Floor/Ceiling/None)
  13. Clicking away from objects will now auto commit (if enabled)
  14. Added support for negative Yaw values (will modulo to 360)
  15. You can now change the texture offsets using Shift+Arrow Keys
  16. Added Rotate option to the Pop-Up menu
  17. Added Flip option to the Pop-Up menu
  18. You can now change object colors
  19. Added ability to move Vertex and Wall multi-adjoins at once instead of individual dragging.
  20. Deletion of multi-Vertex/Walls added

Assets:

  1. The Asset Toolkit now loads DELT/ANIM filetypes
  2. Added WAV to VOC converters
  3. Added PAL/CMP/WAX converter tools from Jereth Kok and Oton Ribic

Misc:

  1. Rewrote CopyFile code so now you get valid stacktrack during issues
  2. You can now enable/disable Wall Texture modulo via Options
  3. Fixed Wall scale calculation where sometimes you could not click on walls that have small deltas (Ex: 0.01)
  4. Added a WIKI Tutorial as a HELP (F1) guide.

Renderer:

  1. Renderer height and width size is now stored in the registry to persist between sessions
  2. Holding ALT button now allows you to pan your mouse from 3D renderer to WDFUSE

WDFUSE 2.61

21 Apr 23:16
9260c10
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WDFUSE 2.61


Projects

  1. Added an option to automatically save your project when trying to GOB.
  2. You can now skip all cutscenes and briefings and load the level directly.
  3. WDFUSE will now warn you if you try to GOB a map when dosbox is already running.
  4. Added an option to automatically commit your changes without pressing the Commit button.
  5. Added Resource Asset links to the main menu for easy access.
  6. Added a warning when a GOB resource is locked

Map Editor

  1. Added an option to display Wall Lengths in the editor (L).
  2. Added a Sound Editor to WDFUSE.
  3. You can now undo Adjoin/Extrude operations.
  4. Added an option to search by Sector IDs with (F).
  5. Fixed a bug where sectors duplicates were offset with the wrong coordinates.
  6. You can now play audio sounds by pressing the Enter key in the Sound Editor.
  7. Editor field commits can now be undone.
  8. Added texture stitching options to the editor PopUp menu.
  9. Fixed a bug where audio tracks never reset after playback.
  10. You can now directly edit a Wall's length from the Wall Editor (including the adjoin).
  11. Added an asset search component to the resource editors.
  12. You can now create subsectors and pits straight from the pop-up menu.
  13. Four-walled subsectors are now squares instead of diamonds.
  14. You can now toggle Wall Normals (Perpendiculars) On or Off
  15. Fixed a bug where all sectors were being drawn in adjoin colors.
  16. Fix for Upper/Lower case trigger sector references.
  17. Added option to Enable/Disable texture pick-list mapping.

Texturing

  1. Fixed a bug where some switch textures would reset to default.
  2. Wall offsets will now take a modulo of the texture's dimension.
  3. Added texture stitching to the pop-up menu.
  4. Switches will now automatically load from the Wall Menu.
  5. Ceilings and Floors will now automatically load from the Sector Menu.
  6. Skies will automaticaly be chosen based on your flag settings in the Sector Menu.
  7. Added automatic sorting of textures by heights.
  8. You can now make the wall editor attempt to automatically choose a best-fit texture.

INFs

  1. Errors will now highlight as red in the editor messagebox.
  2. Fixed a bug where some INF sectors didn't display as yellow.
  3. START will now be recognized as a valid command.
  4. Added STOP number validation to match the START keyword .
  5. Fixed a bug where stops without timers were marked as an error.
  6. Default Sector names will be removed if INF logic is also removed.
  7. You will now be warned if your sector is missing a name tag while having wall INF components.
  8. Added an option to traverse to INFs with an INF Highlight button.
  9. You can now automatically refresh the INF window by clicking a sector or wall with INFs.
  10. INF button will now be greyed out in the sector and wall editors if they are missing.
  11. Added find and replace components to the INF editor.
  12. Added better INF caching to improve loadtimes.

WDFUSE 2.6

03 Oct 00:14
6f54037
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This is the initial release for WDFUSE 2.6 . Simply run WDFUSE.EXE to start the editor. You must have Dark Forces installed on your machine.

For any issues please visit https://df-21.net and go our Discord https://discord.gg/6T9NvMh2MC

The original 1995-1997 code was written by Yves Borckmans and modified by Alexei Novikov and David Lovejoy.

The 2021 version was written by Karjala and Fernando Urbano.