Drone's Win Dink Edit V2.5 updates
Hear ye, hear ye, you may know of my updates to RW's WDEP over this last year. Problem is, I've been updating all kinds of things and adding new features, but I suppose many might not know what the new updates have to offer, after all, who actually reads changelogs?
So here's a short write-up of all the new features currently in V2.5.13.0
PNG Support
PNG support for both sprites and tilesheets! The way this works is that PNG images are prioritized over BMPs with the same name. So if you have a sprite with both PNG and BMP file names, the PNGs will always be loaded first.
More useful screenshot feature
The Screenshot command has been reworked completely. Now it saves a full resolution image (19200 x 9600) of the whole map!
It also features some filtering options: you can choose not to render indoor screens; you can also choose if you want to render invisible sprites or not.
Additionally, you can also prevent sprites that have a certain sequence/frame combination from rendering. This is done using a text-input based filter that follows this pattern: "<sequence_1>, <frame_1>; <sequence_2>, <frame_2>;... ;<sequence_n>, <frame_n>;"
So for example, if you wanted to hide the pine trees from your map render, your filter would look like this: "32, 1"
Or if you wanted to hide both pine trees and grass: "32, 1; 65, 3"
Better duplicate detect
The screenmatch and duplicate detect should now detect duplicate sprites better... Sprites that are present on one screen and also present but completely offscreen on the neighbouring screens will now be highlighted correctly.
Invalid sprite report
You can go to Tools -> Sprite Report to generate a report txt file of sprites with invalid sequence/frame definitions, or sprites that are beyond the normal screen bounds!
The file gets saved as "sprite_report.txt" in your DMOD folder.
Invalid sprite rendering
Sprites with invalid sequence/frame definition now use a fallback image that looks like the source engine missing texture. Before, sprites with invalid sequence/frame definitions would not show up at all in the editor, so you could not select them at all!
Sprite FOCUS MODE
When you are in sprite editing mode, press F to "FOCUS" on a single screen. In this mode, a single screen is rendered and you can see and edit the sprites that are partially or fully offscreen.
In this mode, you can also use F3 and SHIFT + F3 to select the previous/next sprite!
More frames!
The sprite frame limit has been updated to 99 frames to keep up with DinkHD, and the max sprite sequence is now 2000. I'm not sure what the max sequence limit was in DinkHD and YeOldeDink now, but this should come in handy
Better tilesheet selector
The tilesheet selector now shows sheets in 2 rows of 3 columns each. This should work better with modern widescreens. Aspect ratio is also preserved.
The tilesheet selector also supports full 600x550 pixel tilesheets, letting you use the full 128 tiles in a tilesheet!
You can also enter the hard tile edit mode directly from the tilesheet selector now.
Speaking of hard tile editing mode, you can hold SPACE to hide the background texture when editing hardness!
Transparency
In the new V2.5.13, at Seseler's request, tile hardness is now configurable to be semi-transparent or not! Sprite hardness is also configurable separately. He also helped code the changes so how could I say no
Navigation and other commands
This might have slipped by unnoticed, but you can drag the map both by holding CTRL + LEFT CLICK, or just holding the MIDDLE MOUSE BUTTON. I personally prefer the latter.
You can also use CTRL + C/X/V shortcuts to copy/stamp/place sprites and tiles now.
Other changes
- Can use "-game" command line argument to open a DMOD automatically, just like the game engines do (the Martridge launcher makes use of this)
- Bigger toolbar with more buttons (lol)
- Changed the sprite properties dialog to allow modifying some hidden sprite properties (like the Gold and Base_Hit properties)
- fixed various crashes...
So here's a short write-up of all the new features currently in V2.5.13.0
PNG Support
PNG support for both sprites and tilesheets! The way this works is that PNG images are prioritized over BMPs with the same name. So if you have a sprite with both PNG and BMP file names, the PNGs will always be loaded first.
More useful screenshot feature
The Screenshot command has been reworked completely. Now it saves a full resolution image (19200 x 9600) of the whole map!
It also features some filtering options: you can choose not to render indoor screens; you can also choose if you want to render invisible sprites or not.
Additionally, you can also prevent sprites that have a certain sequence/frame combination from rendering. This is done using a text-input based filter that follows this pattern: "<sequence_1>, <frame_1>; <sequence_2>, <frame_2>;... ;<sequence_n>, <frame_n>;"
So for example, if you wanted to hide the pine trees from your map render, your filter would look like this: "32, 1"
Or if you wanted to hide both pine trees and grass: "32, 1; 65, 3"
Better duplicate detect
The screenmatch and duplicate detect should now detect duplicate sprites better... Sprites that are present on one screen and also present but completely offscreen on the neighbouring screens will now be highlighted correctly.
Invalid sprite report
You can go to Tools -> Sprite Report to generate a report txt file of sprites with invalid sequence/frame definitions, or sprites that are beyond the normal screen bounds!
The file gets saved as "sprite_report.txt" in your DMOD folder.
Invalid sprite rendering
Sprites with invalid sequence/frame definition now use a fallback image that looks like the source engine missing texture. Before, sprites with invalid sequence/frame definitions would not show up at all in the editor, so you could not select them at all!
Sprite FOCUS MODE
When you are in sprite editing mode, press F to "FOCUS" on a single screen. In this mode, a single screen is rendered and you can see and edit the sprites that are partially or fully offscreen.
In this mode, you can also use F3 and SHIFT + F3 to select the previous/next sprite!
More frames!
The sprite frame limit has been updated to 99 frames to keep up with DinkHD, and the max sprite sequence is now 2000. I'm not sure what the max sequence limit was in DinkHD and YeOldeDink now, but this should come in handy
Better tilesheet selector
The tilesheet selector now shows sheets in 2 rows of 3 columns each. This should work better with modern widescreens. Aspect ratio is also preserved.
The tilesheet selector also supports full 600x550 pixel tilesheets, letting you use the full 128 tiles in a tilesheet!
You can also enter the hard tile edit mode directly from the tilesheet selector now.
Speaking of hard tile editing mode, you can hold SPACE to hide the background texture when editing hardness!
Transparency
In the new V2.5.13, at Seseler's request, tile hardness is now configurable to be semi-transparent or not! Sprite hardness is also configurable separately. He also helped code the changes so how could I say no
Navigation and other commands
This might have slipped by unnoticed, but you can drag the map both by holding CTRL + LEFT CLICK, or just holding the MIDDLE MOUSE BUTTON. I personally prefer the latter.
You can also use CTRL + C/X/V shortcuts to copy/stamp/place sprites and tiles now.
Other changes
- Can use "-game" command line argument to open a DMOD automatically, just like the game engines do (the Martridge launcher makes use of this)
- Bigger toolbar with more buttons (lol)
- Changed the sprite properties dialog to allow modifying some hidden sprite properties (like the Gold and Base_Hit properties)
- fixed various crashes...
PS: I should mention that currently V2.5.13.0 is pending approval