(Hopefully) Last WDE public Alpha
WinDinkedit
Ok, a couple more bugs killed (most I knew about, but weren't hurting anyone nor a big deal) and optimizations to make WDE run faster and smoother. However, I believe on lower memory video cards, WDE may have issue's. Can anyone with a low mem video card check out WDE and see if it works ok?
http://wcnet.dynu.com/WDE.zip
----------------updates----------------
------------Version 0.95 Alpha updates
New Features/Improvments
-WinDinkEdit now saves AutoUpdateMiniMap setting. Thanks to the several people who requested this.
-WinDinkEdit now doesn't litter your HD with files! The skeleton directory is now look for in the main dink directory (installed like a d-mod), and the settings are saved with windows.
-Option to turn off show minimap update progress, this feature can make the minimap update 2-3 times faster when disabled.
-Optimizations to make the engine run faster, mostly when the auto update minimap feature is on (now runs about 10 times faster).
Bug Fixes:
-Fixed Hard Tile mode bug where it displayed tile number +1, Thanks redink!
-Fixed Tile stamping bug where if you didn't stamp all the copied tiles in a direction of top left to lower right it would crash. Thanks redink!
-Fixed import screen bug where sometimes caused a crash Thanks Tyrsis
-Fixed bug in creating new d-mod where the was a slight chance the d-mods wouldn't be created properly.
-Fixed screen match bug where sprites would be matched when not supposed to. Thanks Simon klaebe!
-Fixed Sprite placing bug due to failure in a memory copy function, thanks Simon Klaebe and redink for helping me find it!
-Fixed Screen delete bug where it wouldn't delete the midi number and indoor status. Thanks redink
-Added status text in the bottom status area that tells you how far done with minimap updating you are.
-Fixed auto update minimap bug where it would draw the screen gap on the minimap.
--WC
http://wcnet.dynu.com/WDE.zip
----------------updates----------------
------------Version 0.95 Alpha updates
New Features/Improvments
-WinDinkEdit now saves AutoUpdateMiniMap setting. Thanks to the several people who requested this.
-WinDinkEdit now doesn't litter your HD with files! The skeleton directory is now look for in the main dink directory (installed like a d-mod), and the settings are saved with windows.
-Option to turn off show minimap update progress, this feature can make the minimap update 2-3 times faster when disabled.
-Optimizations to make the engine run faster, mostly when the auto update minimap feature is on (now runs about 10 times faster).
Bug Fixes:
-Fixed Hard Tile mode bug where it displayed tile number +1, Thanks redink!
-Fixed Tile stamping bug where if you didn't stamp all the copied tiles in a direction of top left to lower right it would crash. Thanks redink!
-Fixed import screen bug where sometimes caused a crash Thanks Tyrsis
-Fixed bug in creating new d-mod where the was a slight chance the d-mods wouldn't be created properly.
-Fixed screen match bug where sprites would be matched when not supposed to. Thanks Simon klaebe!
-Fixed Sprite placing bug due to failure in a memory copy function, thanks Simon Klaebe and redink for helping me find it!
-Fixed Screen delete bug where it wouldn't delete the midi number and indoor status. Thanks redink
-Added status text in the bottom status area that tells you how far done with minimap updating you are.
-Fixed auto update minimap bug where it would draw the screen gap on the minimap.
--WC
It's still (once more?) doing the thing where you get a Save AS dialog on clicking Save. (though it seems to ignore the path selected in the dialog)
Hey, something just occered to me. It's just a vague memory but maybe it'll jog something in yours. I remember some kind of save command, there's a mode "don't prompt user" that dose anyway because of security concerns. This was something I came across in the Visual Studio documentation.
It seems like it has to be something like that. Why would a dialog show up when you don't ask it to?
Hey, something just occered to me. It's just a vague memory but maybe it'll jog something in yours. I remember some kind of save command, there's a mode "don't prompt user" that dose anyway because of security concerns. This was something I came across in the Visual Studio documentation.
It seems like it has to be something like that. Why would a dialog show up when you don't ask it to?
Looking into it, but, I never get that!
--WC
--WC
: Ok, a couple more bugs killed (most I knew about, but weren't hurting anyone nor a big deal) and optimizations to make WDE run faster and smoother. However, I believe on lower memory video cards, WDE may have issue's. Can anyone with a low mem video card check out WDE and see if it works ok?
: http://wcnet.dynu.com/WDE.zip
: ----------------updates----------------
: ------------Version 0.95 Alpha updates
: New Features/Improvments
: -WinDinkEdit now saves AutoUpdateMiniMap setting. Thanks to the several people who requested this.
: -WinDinkEdit now doesn't litter your HD with files! The skeleton directory is now look for in the main dink directory (installed like a d-mod), and the settings are saved with windows.
: -Option to turn off show minimap update progress, this feature can make the minimap update 2-3 times faster when disabled.
: -Optimizations to make the engine run faster, mostly when the auto update minimap feature is on (now runs about 10 times faster).
: Bug Fixes:
: -Fixed Hard Tile mode bug where it displayed tile number +1, Thanks redink!
: -Fixed Tile stamping bug where if you didn't stamp all the copied tiles in a direction of top left to lower right it would crash. Thanks redink!
: -Fixed import screen bug where sometimes caused a crash Thanks Tyrsis
: -Fixed bug in creating new d-mod where the was a slight chance the d-mods wouldn't be created properly.
: -Fixed screen match bug where sprites would be matched when not supposed to. Thanks Simon klaebe!
: -Fixed Sprite placing bug due to failure in a memory copy function, thanks Simon Klaebe and redink for helping me find it!
: -Fixed Screen delete bug where it wouldn't delete the midi number and indoor status. Thanks redink
: -Added status text in the bottom status area that tells you how far done with minimap updating you are.
: -Fixed auto update minimap bug where it would draw the screen gap on the minimap.
: --WC
Sounds cool, but... Why don't put more functions in the menu? You know... "New sprite" and such.
: http://wcnet.dynu.com/WDE.zip
: ----------------updates----------------
: ------------Version 0.95 Alpha updates
: New Features/Improvments
: -WinDinkEdit now saves AutoUpdateMiniMap setting. Thanks to the several people who requested this.
: -WinDinkEdit now doesn't litter your HD with files! The skeleton directory is now look for in the main dink directory (installed like a d-mod), and the settings are saved with windows.
: -Option to turn off show minimap update progress, this feature can make the minimap update 2-3 times faster when disabled.
: -Optimizations to make the engine run faster, mostly when the auto update minimap feature is on (now runs about 10 times faster).
: Bug Fixes:
: -Fixed Hard Tile mode bug where it displayed tile number +1, Thanks redink!
: -Fixed Tile stamping bug where if you didn't stamp all the copied tiles in a direction of top left to lower right it would crash. Thanks redink!
: -Fixed import screen bug where sometimes caused a crash Thanks Tyrsis
: -Fixed bug in creating new d-mod where the was a slight chance the d-mods wouldn't be created properly.
: -Fixed screen match bug where sprites would be matched when not supposed to. Thanks Simon klaebe!
: -Fixed Sprite placing bug due to failure in a memory copy function, thanks Simon Klaebe and redink for helping me find it!
: -Fixed Screen delete bug where it wouldn't delete the midi number and indoor status. Thanks redink
: -Added status text in the bottom status area that tells you how far done with minimap updating you are.
: -Fixed auto update minimap bug where it would draw the screen gap on the minimap.
: --WC
Sounds cool, but... Why don't put more functions in the menu? You know... "New sprite" and such.
: Ok, a couple more bugs killed (most I knew about, but weren't hurting anyone nor a big deal) and optimizations to make WDE run faster and smoother. However, I believe on lower memory video cards, WDE may have issue's. Can anyone with a low mem video card check out WDE and see if it works ok?
Would 4Mb S3 Virge GX2 be OK?
Would 4Mb S3 Virge GX2 be OK?
: : Ok, a couple more bugs killed (most I knew about, but weren't hurting anyone nor a big deal) and optimizations to make WDE run faster and smoother. However, I believe on lower memory video cards, WDE may have issue's. Can anyone with a low mem video card check out WDE and see if it works ok?
: Would 4Mb S3 Virge GX2 be OK?
That would be perect acctually. See, all I need it to do is RUN on that card, if it does, I fixed the bug.
--WC
: Would 4Mb S3 Virge GX2 be OK?
That would be perect acctually. See, all I need it to do is RUN on that card, if it does, I fixed the bug.
--WC
:Sounds cool, but... Why don't put more functions in the menu? You know... "New sprite" and such.
Because that menu option is useless when you can just hit 'r' go into sprite mode, and then hit 'e' and see ALL the sprite. If anyone has anything else they would like to see, e-mail me, post, or something and I will see if it's doable.
--WC
Because that menu option is useless when you can just hit 'r' go into sprite mode, and then hit 'e' and see ALL the sprite. If anyone has anything else they would like to see, e-mail me, post, or something and I will see if it's doable.
--WC
: : : Ok, a couple more bugs killed (most I knew about, but weren't hurting anyone nor a big deal) and optimizations to make WDE run faster and smoother. However, I believe on lower memory video cards, WDE may have issue's. Can anyone with a low mem video card check out WDE and see if it works ok?
: : Would 4Mb S3 Virge GX2 be OK?
: That would be perect acctually. See, all I need it to do is RUN on that card, if it does, I fixed the bug.
: --WC
Seems to work OK on 233MMX with 128Mb RAM and S3 Virge GX2 4Mb(PCI)
: : Would 4Mb S3 Virge GX2 be OK?
: That would be perect acctually. See, all I need it to do is RUN on that card, if it does, I fixed the bug.
: --WC
Seems to work OK on 233MMX with 128Mb RAM and S3 Virge GX2 4Mb(PCI)