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Koen

TibEd 2 beta 3a

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The current TibEd 2 version!

You can download it from http://www.tibed.net/download?tibed2beta .

 

Or just go to http://www.tibed.net and follow the links.

 

What's new in beta 3a (build 79):

  • Fixed a problem when user uses spaces in ModuleTag, causing the GeneralsINI parser to crash. The parser now automatically fixes this by replacing spaces with an underscore

Fixed a crashbug in the Generals and Zero Hour editors when opening music track entry.

 

What's new in beta 3 (build 77):

  • LOTR: The Battle for Middle-earth editor

Fully automatic asset.dat creation from models if placed correctly (in /Art/W3D), essential to adding new models in BFME.

Property editors have been replaced by the high-quality ExpressVerticalGrid component. BFME only has the new ones, Generals/ZH also have the old ones available. The property editors are still a work in progress.

Added "Import folder" to the Project Explorer. You can import an entire folder at once using this, including subfolders.

A log window has been added which can show useful information, especially when tracking down bugs.

Optimized: The CSF parser is a lot faster

Optimized: The internal XML file format was tweaked a little bit to reduce memory usage

Change: BZIP2 compression for projects has been disabled to see if this solves reports of file corruption.

Change: The default project extension is now .TibEd2project to prevent TibEd 1 compatibility issues.

BUGFIX: The EditTree will now correctly handle paths which include special characters (like / or .) and not crash

BUGFIX: The INI parser now handles the & character correctly

BUGFIX: Export to BIG would not include all files if file did not exist already in the game

BUGFIX: Empty folders in a project would make the project unloadable

BUGFIX: Change notification (do you want to save before exit) should work no

Other minor changes and bugfixes

 

What's new in beta 2:

Adding of units, armors, upgrades, sciences, etc is back. Besides cloning (which was in alpha 13) now you can add empty items (so if items do of a type do not yet exists, you can add a new empty one), and you can copy/paste items of the same type between units. Also, object module editing is supported.

Deletion of list items is supported

Desktop saving: all windows you had open will be re-opened when your project is loaded from disk.

Object module and ObjectCreationList item editing have been reorganized to be easier to navigate

BUGFIX: Type attribute for Upgrades wasn't working properly

BUGFIX: when there were changes made to XML files (any changes at all) then I/O error 145 could occur.

BUGFIX: Runtime error 216 after I/O error 145 when one of the mod files could not be deleted. Now, I/O error 145 will lead to the proper error message.

BUGFIX: WorkerAIUpdate Behavior module key-value editing didn't work (used in GLA workers)

BUGFIX: WeaponSet and ArmorSet can now have multiple instances (game supports it), TibEd didn't support this previously.

 

Current plans:

- thinking about part #4 (out of 3 ;) ) of the rewrite: what about Python scripting support in TibEd!? The current Pascalscript is hard to use, error-prone and crashes cannot be recovered. Besides, I am the only one with access and even I make mistakes. But if it were Python in there...

- use Python PullParser for XML to improve performance on big INI files.

- update GUI ease-of-use

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