Reply to Re: The official D-Mod authors FAQ vs WinDinkedit
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I thought there was a hardness, depth dot editor in WDE... hmmm, but I use DE for that so my memory isn't that reliable.
I remember someone wrote a little hardness and depth dot editor thing which was more mouse based that was pretty nifty. If that found it's way into WDE that would be good (or even found it's way into Easy Dink C ver 2 say
)
Other thing with WDE is work in 16 bit colour mode for speed - 32 bit and things can get a bit slow on larger DMODS
WDE is the true champ when it comes to copying and pasting hardness tiles - which I end up doing a lot of with creating new worlds.
WDE also lets you access and write the sprite scripts which DE doesn't.
WDE takes a better screen shot of the map. (Especially if you have faked transparent sprites such as clouds, rain, snow storms.
But DE is great a positioning sprites off screen.
WDE lets you nuke/remove a map screen, DE doesn't
Ummm... that's about all I can think of right now. I use both programs - WDE mainly for tile and hardness mapping, DE for sprites.
Good luck.
I remember someone wrote a little hardness and depth dot editor thing which was more mouse based that was pretty nifty. If that found it's way into WDE that would be good (or even found it's way into Easy Dink C ver 2 say

Other thing with WDE is work in 16 bit colour mode for speed - 32 bit and things can get a bit slow on larger DMODS
WDE is the true champ when it comes to copying and pasting hardness tiles - which I end up doing a lot of with creating new worlds.
WDE also lets you access and write the sprite scripts which DE doesn't.
WDE takes a better screen shot of the map. (Especially if you have faked transparent sprites such as clouds, rain, snow storms.
But DE is great a positioning sprites off screen.
WDE lets you nuke/remove a map screen, DE doesn't
Ummm... that's about all I can think of right now. I use both programs - WDE mainly for tile and hardness mapping, DE for sprites.
Good luck.