Koen 2 Posted March 30, 2005 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 Property editors have been replaced by the high-quality ExpressVerticalGrid component.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 Share this post Link to post