The Dink Network

WinDinkEdit Plus 2 Drone Edition (XP release)

Description
NOTE: this is a version of the release that works on Windows XP, if you're stuck in time or just for the heck of it. Also runs on modern systems of course, but you probably want the other version.

My forked version of RW's WinDinkEdit Plus 2, featuring many changes, some of the most significant being:
- support for 600x550 tile-sheets!
- PNG sprite support!
- fixed a nasty crash related to the undo-queue becoming full
- fixed wrong hardness rendering for resized sprites
- easier tile-sheet hardness editing
- a bigger toolbar with bigger uglier buttons
- command line arguments: "-game" same as in DinkHD and FreeDink, can be used to specify what DMOD to open on launch "--refdir" same as in FreeDink, can be used to specify a specific core DINK installation to use
- a crash logger, same one as in DinkHD (do not delete the WinDinkEditPlus2.pdb file for the crash logger to work properly!)
- and more!

For the full changelog see: https://gitlab.com/drone1400/wdep2/-/blob/V2.5/drone_changelog.txt?ref_type=heads
Released:September 8th, 2024
File Size:10.11 MB
Downloads:0
Release Notes:--- V2.5.12.1
- fixed bug rendering the sprite info after last update
- fixed bug in right click menu in hard tile edit mode
- fixed bug rendering fallback sprite texture when sprite has trim settings
- fallback sprite textures now render on top of other sprites so they are easier to notice
- fixed bug when clicking a screen on the minimap the first time, map was not scrolling to it

--- V2.5.12.0
- Some internal changes to how map scroll limits are calculated and allowing screen focus mode to scroll around the screen even on screens that are at the edge of the map (hope i didn't break anything in the process, heh)
- Changed sprite duplicate detect code to check all the sprites on the screen if they're duplicate on immediately neighbouring screens; this should help detect previously undetected sprites
- Added messagebox when sprite report is done
- Fixed some crashes when manipulating hard tiles...
- Changed max frames to 99
- Changed max sequences to 2000
- Added fallback sprite rendering when a sequence/frame can not be resolved... This should allow you to select invalid sprites that otherwise wouldn't be visible!