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Thread: *Cosmic Forge* updates

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    Exclamation *Cosmic Forge* updates

    Find the Cosmic Forge (CF) here:

    http://mad-god.webs.com/


    Version 3.90 is out!
    Last edited by Qusari; 05-29-2012 at 11:08 AM. Reason: added Link to madgods website

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    Version 3.91 is out!

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    Nice job =D
    however, my cosmic forge seems to have some issues... the interface strings editor's missing 2 random strings after I installed it, and now some sentences in the game go all wrong... Is it possible to make a "restore default"-button?

    oh, and is it also possible to create factions? I'd like to add more depth into some monsters by making them realize let's say... bandit's arent supposed to be aligned with crimson poppys...

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    the master townltu's Avatar
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    Quote Originally Posted by Firestorm View Post
    ... my cosmic forge seems to have some issues... the interface strings editor's missing 2 random strings after I installed it, and now some sentences in the game go all wrong... Is it possible to make a "restore default"-button? ...
    The changes in the Interface String Editor go into the file \data\strings\stringdata.dat, or it will be created it if not present.
    That way it overrides the original stringdata.dat of a Wiz8 install patched to v1.24, which is contained in the patchfile \patches\patch.001
    (CF > miscellaneous > Rummage W8 file collection > open patch.001)



    In order to "restore default" you would have to delete your stringdata.dat, or move it to any other folder,
    as the issue could be also caused by Win7 which may redirect files/file operations to personal accounts,
    but i dont know much about that except the usual W8 advices "keep out of program files folder, run with XP sp3 compatibility mode",
    and i think whats good for W8 cant be wrong for CF :)


    p.s. regarding factions, some things were posted in old VN threads who will hopefully be integrated soon,
    but you may also want to check New Factions thread on the cosmic forge forum
    Last edited by townltu; 05-19-2012 at 06:17 PM.

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    Version 4.00 is out.

    List of changes:

    General: Version has been changed to 4.00
    General: Monster List: Shows unknown parameters in the last columns of the list.
    General: Item List: Shows unknown parameters in the last columns of the list (two for Bane and four for W8).
    W8: Item List: Added "appearance id" column.
    W8: Monster Editor: Added 'Unknowns' Tab to the dialog - allows viewing and modifying 'unknown' parameters.
    W8: Loot Editor: Added 'Select By ID' button.
    W8: NPC Editor: Added 'Select By ID' button.
    W8: Fact Editor: Added 'Select By ID' button.
    W8: Encounter Table Editor: Added 'Select By ID' button.
    W8: Spell Editor: Added 'Select By ID' button.
    W8: Location Editor: Dynamic Objects Tab: Added 'Trigger Name' column.
    W8: Location Editor: Common Trigger Modification Dialog: 'Sound Volume' parameter has been discovered!
    W8: W8Tutorials: Updated W8Tutorials.rtf with better (hopefully) information on Lua scripting.
    W8: W8Tutorials: Updated W8Tutorials.rtf with additonal info on MLS scripts from Tom (townltu).
    W8: CF Agent: Lua: LuaExamples folder now contains examples of using lua scripting with CF Agent.
    W8: CF Agent: Lua: Added cfa.api file which contains description of all available cfa* functions and constants and used for auto completion by SciTE (see W8Tutorials.rtf on how to set it up).
    W8: CF Agent: Lua: Added a bunch of new bit-wise functions to cfa.util namespace.
    W8: CF Agent: Lua: Added function cfa.util.showMessageInGame(string formatString, [param1], [param2], ...) to show messages in game for debug purposes.
    W8: CF Agent: Lua: Added function cfa.util.includeLuaFile(string luaFileName) to include additional lua files. See examples for how to use it and W8Tutorials.rtf.
    W8: CF Agent: Lua: Added function cfa.w8.gameGetDay() returning the current game day.
    W8: CF Agent: Lua: Added function cfa.w8.gameGetHour() returning the current game hour.
    W8: CF Agent: Lua: Added function cfa.w8.gameGetMinute() returning the current game minute.
    W8: CF Agent: Lua: Added function cfa.w8.gamePlaySound(string soundFile) to play a sound file.
    W8: CF Agent: Lua: Added function cfa.w8.partyRemoveItem(int characterIndex, int itemSlotGroup={cfa.itemslotgroup.*}, int itemSlotIndex) Removes the item from the specified slot.
    W8: CF Agent: Lua: Added function cfa.w8.partyHasItem(int itemID, [boolean checkCharsEquipment], [boolean checkCharsBackpacks], [boolean checkPartyItems], [boolean checkCursor]) to determine if the Party has the specified Item.
    W8: CF Agent: Lua: Added function cfa.w8.partyFindItem(int itemID, [boolean checkCharsEquipment], [boolean checkCharsBackpacks], [boolean checkPartyItems], [boolean checkCursor]) Returns 3 values at once: characterIndex, itemSlotGroup and itemSlotIndex where the item is found. -1 indicates invalid value.
    W8: CF Agent: Lua: Added function cfa.w8.partyGetItem(int characterIndex, itemSlotGroup={cfa.itemslotgroup.*}, int itemSlotIndex) to get the Id of item at the particular slot.
    W8: CF Agent: Lua: Added function cfa.w8.partyGetRandomCharacter(gender={cfa.gender. *}, [int caracterIndexToExclude], [boolean flag1], [boolean flag2]) returning random Party member
    W8: CF Agent: Lua: Added function cfa.w8.partyAffectBySpell(int spellID, int powerLevel) Casts a spell on Party. If a single target spell is used, a random character is affected.
    W8: CF Agent: Lua: Added function cfa.w8.characterAddCondition(int characterIndex, condition={cfa.condition.*}, int durationMinutes, int poisonStrength, boolean displayMessage) that afflicts the party memeber with the specified condition.
    W8: CF Agent: Lua: Added function cfa.w8.characterRemoveCondition(int characterIndex, condition={cfa.condition.*}, boolean displayMessage) to remove a condition from a party member
    W8: CF Agent: Lua: Added function cfa.w8.characterModifyAttribute(int characterIndex, attribute={cfa.attr.*}, int increase) to modify a single character's attribute
    W8: CF Agent: Lua: Added function cfa.w8.characterModifySkill(int characterIndex, skill={cfa.skill.*}, int increase, boolean onlyIfActivated) to modify a single character's skill
    W8: CF Agent: Lua: Added function cfa.w8.characterAddItem(int characterIndex, int itemID, boolean isIdentified, boolean equipIfPossible, boolean showMessage, boolean stackIfPossible) To add items to characters.
    W8: CF Agent: Lua: Added function cfa.w8.characterHasItemInBackpack(int characterIndex, int itemID) to determine if the party member has an Item in his/her backpack.
    W8: CF Agent: Lua: Added function cfa.w8.characterHasItemEquipped(int characterIndex, int itemID) to determine if the party member has an Item equipped.
    W8: CF Agent: Lua: Added function cfa.w8.characterAffectBySpell(int characterIndex, int spellID, int powerLevel) Casts a spell on the character. If not a single target spell is used the whole Party is affected.
    W8: CF Agent: Lua: Added function cfa.w8.itemGetProperty(int itemID, property={cfa.itemprop.*}) to query the item's certain properties (such as name, type, price, is cursed, is critical, etc.)
    W8: CF Agent: Lua: Added new handler onCombatStarted() which is called just when a combat is started.
    W8: CF Agent: Lua: Handler onItemUsed(itemID, characterIndex, itemSlotGroup, itemSlotIndex) now has more parameters so it it clear who is using which item.
    W8: CF Agent: Lua: Handler onItemUsed(itemID, characterIndex, itemSlotGroup, itemSlotIndex) now can return cfa.result.cancel to prevent/block the use of Item. Returning cfa.result.ok proceeeds as usual.
    W8: CF Agent: Lua: Handler onNPCScriptCommandExecuted(cmdType, NPCID, scriptBlock, commandIndex, scriptBlockPrev, scriptFlag1, scriptFlag2) now can return a number (int) to jump to another Script Block. Returning cfa.result.ok proceeeds as usual. Returning cfa.result.cancel prevents the command from executing.
    W8: CF Agent: Lua: Handler onItemUsed(itemID, characterIndex, itemSlotGroup, itemSlotIndex) now can return cfa.result.cancel to prevent/block the use of Item. Returning cfa.result.ok proceeeds as usual.
    W8: CF Agent: Lua: Handler onLocationTriggerActivated(trigName, trigType) now should return cfa.result.ok and cfa.result.cancel instead of true and false.
    W8: CF Agent: Lua: Function cfa.w8.itemAddToNPCInventory() is renamed into cfa.w8.npcAddItemToTradeInventory()
    W8: CF Agent: Lua: Function cfa.w8.itemAddToPartyInventory() is renamed into cfa.w8.partyAddItem() and now has more parameters.
    W8: CF Agent: Lua: Function cfa.util.getFactName(factID) is renamed into cfa.w8.factGetName(factID)
    W8: CF Agent: Lua: Function cfa.util.getItemName(itemID) is removed. Use cfa.w8.itemGetProperty(int itemID, property={cfa.itemprop.*}) instead.
    W8: CF Agent: Lua: Function cfa.util.getNPCName(NPCID) is renamed into cfa.w8.npcGetName(NPCID)
    W8: CF Agent: Lua: Function cfa.util.printF(formatString, [param1], [param2], ...) is renamed into cfa.util.logMessage(formatString, [param1], [param2], ...)
    W8: CF Agent: Lua: Added cfa.color.* constants to be used in function calls.
    W8: CF Agent: Lua: Added cfa.attr.* constants to be used in function calls.
    W8: CF Agent: Lua: Added cfa.skill.* constants to be used in function calls.
    W8: CF Agent: Lua: Added cfa.operation.* constants to be used in function calls.
    W8: CF Agent: Lua: Added cfa.condition.* constants to be used in function calls.
    W8: CF Agent: Lua: Added cfa.itemslotgroup.* constants to be used in function calls.
    W8: CF Agent: Lua: Added cfa.gender.* constants to be used in function calls.
    W8: CF Agent: Lua: Added cfa.itemprop.* constants to be used in function calls.
    W8: CF Agent: Lua: Added cfa.disposition.* constants to be used in function calls.
    W8: CF Agent: Lua: Added cfa.result.* constants to be used as return result from handlers.
    W8: CF Agent: Lua: cfa.w8.partyModifyAttribute() should now use cfa.attr.* constants instead of a number or an attribute name.
    W8: CF Agent: Lua: cfa.w8.partyModifySkill() should now use cfa.skill.* constants instead of a number or a skill name.
    W8: CF Agent: Lua: cfa.w8.locationModifyVariableValue() should now use cfa.operation.* constants instead of a string for specifying the operation.
    W8: CF Agent: Lua: cfa.w8.factModifyState() should now use cfa.operation.* constants instead of a string for specifying the operation.
    W8: CF Agent: Lua: cfa.w8.locationChangeDispositionAndGiveBirthToMons ters() should now use cfa.disposition.* constants instead of a string for specifying the disposition.
    W8: CF Agent: Lua: cfa.w8.locationChangeDispositionAndGiveBirthToMons ters() should now use boolean type instead of int type for giveBirthFlag parameter.

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    Version 4.01 is out.

    List of changes:

    General: Version has been changed to 4.01
    W6: Main Dialog: 'Editors' menu is back.
    W6: Main Dialog: Added option to fix 'Affect All' Spell Resistance Bug. It is under 'Patches' menu. Thanks to Portable Gorilla for the idea and to Brian Tucker for getting my attention to it.
    W6/W7: Item Editor: Added 'Select by ID' button.
    W6/W7/W8: Item Editor: Added navigation buttons for ID field: next & prev.
    W8: Monster Editor: Monster Limit of 1000 is now removed when using C***ent. The new limit is 4000 (can be increased more if required).
    W8: Monster Editor: Location Limit is raised to 56 when using C***ent.
    W8: Location Editor: Now Copy/Paste menu commands updated correctly when picking up entities from the 3D Window.
    W8: Location Editor: "Light Toggle On/Off" trigger type discovered.
    W8: Location Editor: "Dark Area Trigger" trigger type discovered. Seems to switch off Terrain Sun Light for whatever benefit.
    W8: Location Editor: Monster Generators Tab: Some MonGen's parameters are discovered.
    W8: Location Editor: Monster Generators Tab: Some Location Global MonGen Parameters are discovered.
    W8: CF Agent: Skills now can be properly decreased if greater than or equal to 99.
    W8: CF Agent: Attributess now can be properly decreased if greater than or equal to 99.
    W8: CF Agent: Lua: Added function cfa.w8.locationSpawnMonsters(int monsterID, int amount, disposition={cfa.disposition.*}, string NPPName). Spawns Monster(s) at the specified Named Position Point.
    W8: CF Agent: Lua: Added function cfa.w8.locationSpawnItem(int itemID, boolean rotates, int probability, string NPPName). Spawns an Item at the specified Named Position Point with the given probability.
    W8: CF Agent: Lua: Added function cfa.w8.locationEnableMonGen(string monGenName, boolean enable). Enables/disables the specified Monster Generator.
    W8: CF Agent: Lua: Added function cfa.w8.locationActivateMonGen(string monGenName). Activates the specified Monster Generator so it immediately spawns Monster(s).
    W8: CF Agent: Lua: Added function cfa.w8.locationSetTriggerTeleportDestination(strin g triggerName, string destinationName) Sets new destination for the Teleporter Trigger.
    W8: CF Agent: Lua: Added handler onMonGenActivated(monGenName). It is called whenever a Monster Generator spawns a group of Monsters. Great for figuring out how your MonGens work. Or your ranger might inform your party (with some probability, dependent on scouting/senses combo for example) whenever a new monster group is spawned at the current Location... though for this I would need to add more functions...
    W8: CF Agent: Lua: Added handler onMonsterKilled(monsterID). It is called whenever a Monster Killed in the Game. Could be used for quests of "Kill X monsters of type 'Y'" and anything else.
    W8: CF Agent: Fixed NPC communication issue when not using lua scripting.

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    Version 4.02 is out.

    List of changes:

    General: Version has been changed to 4.02
    W8: Location Editor: General Tab: You can preview and specify a Loading Screen for any Location. This will of course work with C***ent only.
    W8: Location Editor: Trigger Tab: Sound Trigger's '3D Sound' parameter has been discovered thanks to Enigmatic2000. Actually this one (albeit reversed) found its way into 4.01
    W8: Item List: Fixed weird crash bug.
    W8: CF Agent: Lua: Added a new function cfa.w8.monsterGetProperty(int monsterID, property={cfa.monsterprop.*}). Returns Monster's property. Return type depends on the property: string for name, integer for values, boolean for flags.
    W8: CF Agent: Lua: Added a new set of constants 'cfa.monsterprop.*' to be used in cfa.w8.monsterGetProperty() function.
    W8: CF Agent: Lua: Added a new handler onLocationLoaded().
    W8: CF Agent: Lua: Any crashes issues due to Lua support should be gone now.
    W8: CF Agent: Teleporters will work even if Lua support is disabled.

  8. #8
    the master townltu's Avatar
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    Thank You!

    (acknowledgements appear to become weaker with repetition,
    but on the other hand i think it cant be said often enough)





    W8: Location Editor: General Tab: You can preview and specify a Loading Screen for any Location. This will of course work with C***ent only.
    Great!
    I think it will add decisively to the "decoration" part,
    spent hours on figuring out how to, of course without success,
    but at least i already have a dozen loading sceens ready;)

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    ?


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    Version 4.03 is out.

    List of changes:

    General: Version has been changed to 4.03
    W8: CF Agent: Fixed crash on "Modify Skill" and "Modify Attribute" NPC Script Commands.
    W8: Location Editor: New Trigger types discovered: "Trigger Enable", "Trigger Disable" and "Trigger Toggle On/Off". It seems like when a Trigger is being Enabled it is also gets activated, to prevent this uncheck "Affect the following Entities" checkbox.
    W8: Location Editor: New Trigger type discovered: "Particle Toggle On/Off".
    W8: Location Editor: New Trigger types discovered: "Sound Enable" and "Sound Toggle On/Off".
    W8: Location Editor: Some Trigger Types are renamed.
    W8: Location Editor: Lots of Unknown Trigger types are available for use now. Maybe somebody will find out what some of them are...
    W8: Location Editor: Modify Location Trigger Dialog: Added "Add Text Link..." command to the repertoir of "Add New Link" commands to add custom entries to the list of the affected entities. Might be useful for certain types of Triggers.

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    Version 4.04 is out.

    List of changes:

    General: Version has been changed to 4.04
    W8: CF Agent: Lua: Added function cfa.w8.partySayQuote(int quoteIndex, [int characterIndexToExclude]) Random character in the Party says the specified Quote.
    W8: Location Editor: Terrain Tab: Fixed bug which messes up Physical Walls when moving Terrain Faces.
    W8: 3DWindow: Now selection is happening when you release left mouse button, not when you click it.
    W8: 3DWindow: Now selection supports Shift button mode which (for multiselection or individual Faces selection) means 'Select new objects but don't deselect already selected ones'.
    W8: 3DWindow: As a reminder selection supports Control button mode which (for multiselection or individual Faces selection) means 'Select new objects and deselect already selected ones'.
    W8: 3DWindow: Block Selection is introduced for modes when you can select individual Faces (3D Model editing, Terrain Meshes, Phisical Faces, etc.) or for entities which allow multiselection (such as Dynamic Objects, Triggers, etc.). It is highly recommended to read about it in W8Tutorials.rtf in the "Capabilities of the 3D Window" chapter.

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    Version 4.05 is out.

    List of changes:

    General: Version has been changed to 4.05
    W8: 3D Window: 'Also Select Backfaces' option has been added (hotkey 'B'). Default if off. When the option is On then Block Selection also select Faces which face away from the Camera.
    W8: 3D Window: Hotkeys for 3D Gizmos have been added ('1, '2', '3', '4', '5' and '0').
    W8: 3D Window: Fixed an FPS-controls issue leading to Camera Roll on some computers.

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    Version 4.06 is out.

    List of changes:

    General: Version has been changed to 4.06
    W8: CF Agent: Lua Support: cfa.w8.characterGetStatus(int characterIndex) Returns character's status as one of the values from cfa.condition.* group. Returns cfa.condition.invalid when the slot (character Index) is not occupied.
    W8: CF Agent: Lua Support: Added 'ok' and 'invalid' values to the cfa.condition.* group.

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    Version 4.07 is out.

    List of changes:

    General: Version has been changed to 4.07
    W6/W7: Game Info: Added some meaningless code to prevent the Release version from crashing. Once again... Also split Game Info into numerous pieces so only changed parts of it will be saved thus reducing the chance of crash again.
    W8: 3D Window: Fixed box selection bug which occasionally selected random faces.
    W6/W7/W8: When creating a new Entity it borrows its name from the cloned entity instead of getting "New something" name.

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    Version 4.08 is out.

    List of changes:

    General: Version has been changed to 4.08
    W8: Monster Editor: The dialog has been redesigned.
    W8: Monster Editor: 'Attack multiple targets' parameter has been discovered!
    W8: CF Agent: New function has been added: cfa.w8.characterGetParameter(int characterIndex, int paramOffset, int paramSizeInBytes={1,2,4}) Returns the character structure's field defined by the offset and the size. Does not distinguish a missing character (use cfa.w8.characterGetStatus first).

  16. #16
    Your recurring nightmare Lord Shield's Avatar
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    maggod, is your site down? I can't seem to connect to it

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    Quote Originally Posted by Lord Shield View Post
    maggod, is your site down? I can't seem to connect to it
    It's working all right for me

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    Your recurring nightmare Lord Shield's Avatar
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    Quote Originally Posted by mad god View Post
    Quote Originally Posted by Lord Shield View Post
    maggod, is your site down? I can't seem to connect to it
    It's working all right for me
    Weird, I keep getting a connection timeout

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    Version 4.09 is out.

    List of changes:

    General: Version has been changed to 4.09
    W8: General: Fixed specific crash while loading slightly corrupted STS files.
    W8: Monster Editor: Monster Loot Entry now defaults its amount to 1d1+0 instead of 1d0+1 which resulted in 2.
    General: Moved from VSS to Mercurial.
    General: Have set up completely automatic build. Don't know why I had not done it long time ago.

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    Version 4.10 is out.

    List of changes:

    General: Version has been changed to 4.10
    W8: 3D Model Editor Dialog: Added option to select a Pivot Point for the Model.
    W8: 3D Model Editor Dialog: Enabled Transformation controls Tab for Dynamic Objects.
    W8: Location Editor: 'Loot Container' trigger type is renamed to 'Animated Object'.
    W8: Main Dialog: Entity Viewer has been added for adventurous users. Accessible via "Entity Viewer..." command under the "Miscellaneous" command group.

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    Version 4.11 is out.

    List of changes:

    General: Version has been changed to 4.11
    W8: NPC Editor: Script Tabs: Fixed crash bug when adding a "Location Variable Conditional Jump" command.
    W8: Obj (Wavefront) Model Importer: Now correctly picks up Material names with spaces.
    W8: Obj (Wavefront) Model Importer: Now correctly picks up Texture names with spaces.
    W8: Obj (Wavefront) Model Importer: If an imported Material's Ambient Color is Black then it is set to White.
    W8: Obj (Wavefront) Model Importer: Importer now supports ".mtl" files with spaces.
    W8: Obj (Wavefront) Model Importer: Importer now supports quad-faces (faces with 4 vertices).
    W8: Obj (Wavefront) Model Importer: Extended search for Material's Texture has been added (3DS and Milkshape imports had it already).
    W8: 3D Model Importer: Fixed bug sometime causing Material Textures converted to ".tga" format not being renamed in Materials.
    W8: 3D Model Importer: When the dialog asking for "Max Distance for Duplicate Vertices" is cancelled, the Duplicate Vertices removal algorithm will not be run.
    W8: 3D Model Importer: Texture Coordinate mirroring functionality added on the 'Faces' tab for the selected Faces.
    W8: 3D Model Importer: Texture Coordinate V mirroring option added to automatically mirror V when loading a model.
    W8: 3D Model Exporter: Added option to mirror Texture Coordinate V when exporting 3D models to "*.obj" file.
    W8: 3D Model Importer: Cosmetic changes.
    W8: Obj Export: Diffuse Textures now exported with the "map_Kd" keyword rather than with "map_Ka".
    W8: Entity Viewer: Cosmetic changes.

  22. #22
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    Version 4.12 is out.

    List of changes:

    General: Version has been changed to 4.12
    W8: General: "Rectangular Parallelepiped" has changed to "Box" throughout the interface.
    W8: NPC Editor: Scripts Tabs: More Script Blocks have distinct names now, some names changed.
    W8: Location Editor: Terrain Tab: Fixed crash bug occuring when trying to create Physical Walls Box around Selected Faces.
    W8: Location Editor: Triggers Tab: Fixed bug when the currently selected Trigger(s) wheren't unselected after adding a new Trigger.
    W8: CF Agent: Lua: Added function cfa.w8.npcRemoveItemFromTradeInventory(int NPCID, int itemID) Removes all instances of the specified item (itemID) from the NPC's trade inventory (NPC should be Trader).
    W8: W8Tutorials: Now W8Tutorials.pdf is used instead of W8Tutorials.rtf. Tried OpenOffice but most of the links inside the file stopped working. But conversion to pdf (I used http://www.zamzar.com) works like a charm!

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    Version 4.14 is out.

    List of changes:

    General: Version has been changed to 4.14
    W8: Location Editor: Terrain Tab: Added 'Physical Walls Box around the Faces in the Face Buffer' menu to create Physical Face Boxes around a bunch of Faces in the Buffer.
    W8: General: Moved "Generate TCs..." functionality to using tiling rather than TC multipliers.
    W8: CF Agent: Fixed bug in cfa.w8.characterGetStatus() function.
    W8: CF Agent: Removed cfa.w8.characterGetParameter() function.
    W8: CF Agent: Added new function cfa.w8.characterGetProperty(int characterIndex, int param={cfa.charprop.*}, int propClarification)
    W8: CF Agent: Added new function cfa.w8.characterSetProperty(int characterIndex, int param={cfa.charprop.*}, int propClarification, int value)
    W8: CF Agent: Added new enums cfa.spellsphere.* and cfa.charprop.*

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    Version 4.15 is out.

    List of changes:

    General: Version has been changed to 4.15
    W8: Game Info Editor: Classes Tab: "XP Group" is available for editing. Note that characters created without this feature (with CF Agent for CF 4.14 and earlier) are somewhat messed up (probably only for a level, not sure).
    W8: Spell Editor: "Create New..." button has been added to create new Spells that can be used to create some custom Magic Items with "unique spell effects".
    W8: 3D Window: Minimum block size for 'Block Selection' has been set to 3x3 pixels to avoid unintentional Block Selections.
    W8: CF Agent: 5 Spell Count checks in the W8 code have been disabled to allow using items with Spells with ID > 150.
    W8: CF Agent: Now loads and uses "Class XP Group" game info data if available (after it was modified in CF).
    W8: TC Generation: Fixed bug messing up TCs when using 'South to North Wall' or 'Back to Front Wall' options.

  25. #25
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    Version 4.16 is out.

    List of changes:

    General: Version has been changed to 4.16
    W8: Location Editor: "Creating OCT Structure" step now displays some progress to indicate that it didn't just froze.
    W8: Location Editor: Physical Faces Tab: Copy/Paste now creates Physical Faces with new Vertices allowing to transform them independently from the existing Physical Faces.
    W8: Location Editor: Physical Faces Tab: Rotation/Translation/Scaling 3D Gizmos are now displayed for a bunch of selected Physical Faces. Can be a bit slow if too many Physical Faces are selected.
    W8: Location Editor: Physical Faces Tab: Block/Rectangle Selection in 3D Window now works for Physical Faces.
    W8: CF Agent: New function cfa.w8.npcHasItemInTradeInventory(int NPCID, int itemID) has been added. It returns true if the NPC has the specified Item in the trade inventory.
    W8: CF Agent: New handler onProcessLocationID(locationID) has been added. Can be used to substitute one Location by another if certain conditions are met (similar to what the game does to "Wilderness Clearing (Rapax Camp)" and "Wilderness Clearing").

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    Sweetness! Substitute areas, you say?

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    Quote Originally Posted by HugoLuman View Post
    Sweetness! Substitute areas, you say?
    Yes, will make it a bit neater to manage teleporters to different locations compared to a mess you could do with a bunch of triggers, location variables and facts.
    The only thing to take into account is probably you have to make sure both target locations have similar set of teleporter destination triggers, so the game can substitute one by another.
    What I mean that if one Location has teleporter destination XXX05, then another Locaition should have teleporter destination YYY05.
    Not sure what would happen if it is not the case - probably it will pick up the first teleporter destination available, I haven't tested that case - it is up to you guys.

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    Version 4.17 is out.

    List of changes:

    General: Version has been changed to 4.17
    General: Visual Studio 2012 is now used for building the Editor binaries. Some new bugs might creep in because of this and dependence on different DirectX binaries is introduced.
    General: DirectX 9 re-distributables from June 2010 are now required. If you have the latest DirectX installed on your computer you probably don't have to do anything. If you have an 'd3dx9_43.dll'-related error while trying to launch the Editor then: 1. go to Microsoft site and find 'DirectX end-user runtime June 2010'. 2. Download the executable and run it. 3. It will unpack files to a temporary folder you specify (create C:\dxtemp, for instance). 4. Go to this temporary folder and run dxsetup.exe. 5. Delete the temporary folder when finished.
    General: The French translation has been 'resurrected' and now is up to date, though some resources aren't translated.
    General: Report on reading/writing of data files has been significantly improved.
    W6/W7: General: The new parameter has been discovered: 'Special Resistance'. It is used at least against Armormelt, Holy Water, and one of the effects of Dazzling Light and Prismic Missile spells.
    W6/W7: Some dialogs' layouts have been changed.
    W6/W7: Spell Editor: Improved spell editor to support more parameters for 'Holy Water' spell.
    W6/W7: Spell Editor: Now contains the description for most Spells on how they work.
    W6/W7: Monster Editor: Display Monster's Level.
    W6/W7: Monster List Dialog: Added Monster's Level column.
    W6/W7: Item Editor: Added 'Skill Increase' Item's Special Power. Items can now contain Special Power to increase any skill.
    W6/W7: Item Editor: Fixed the 'Elaborate Usage' for 'All Items' when it showed some garbage in one of the lists.
    W6/W7: Item Editor: 'Ctrl + A' combination can be used to invoke 'Elaborate Item Usage' dialog.
    W6/W7: Picture Editor: Allow Frame 0 during the Picture Slide modification, which means 'no frame'.
    W6/W7: Modify Class Dialog: 'Ctrl + Double-click' an item in the Starting Items list brings up the Item Editor dialog (instead of Item Selection dialog).
    W6/W7: Modify Race Dialog: 'Ctrl + Double-click' an item in the Starting Items list brings up the Item Editor dialog (instead of Item Selection dialog).
    W6/W7: Save File Viewer: The dialog now monitors the currently loaded file and updates itself as soon as the file has changed.
    W6/W7: Save File Viewer: Now better displays primary and secondary attack information.
    W6/W7: Save File Viewer: Now highlights the changes since the last loaded file.
    W6/W7: Save File Viewer: Now has 'Reload' button (good for resetting the highlighted changes if required).
    W6/W7: Save File Viewer: F5 key can be used to reload the current file (good for resetting the highlighted changes if required).
    W6/W7: Save File Viewer: F6 key can be used to reload the previous file (good for comparison of two files).
    W6/W7: Item List Dialog: F5 key can be used to refresh the list.
    W6/W7: Map Editor: Fountain Event: The maximum Power Dice is now 255d15+255 (510 to 4080).
    W6/W7: Patch Manager is introduced as a central point to control the Patches.
    W6/W7: Spell Selection Dialog: {Ctrl + Double-click} now opens up the Spell Editor as it has been for W8 for a while.
    W6/W7: Spell Selection Dialog: Tool-tips with the description are shown for the Spell when you hover mouse above them as it has been for W8 for a while.
    W7: Fixed the elusive crash while saving Spell changes. Do not modify a variable inside the switch statement when this variable is this Switch's statement variable.
    W7: Save File Viewer: The Magic Tree View Control does not flicker anymore when icons are animated. Windows Vista and later only.
    W7: Item Editor: Added 'Mana Regen +1' Item's Special Power. Items can now contain Special Power to increase Mana Regeneration.
    W7: Item Editor: Added 'Miss Chance -1d5' Item's Special Power. Items can now contain Special Power to decrease Miss Chance.
    W7: Map Editor: Displays the Location Name corresponding to the Map and allows editing it. If you do change it - make sure you change it in the NPCs texts as well.
    W7 Gold: Added support for different W7Gold executable names (such as when you use GOG version).
    W7 Gold: Added 'Data Files Sharing' patch to make the game open the data files in 'shared' mode, thus allowing CF to run and read data when the game is running.
    W8: Location Editor: Terrain Tab: Added option to update Physical Walls when Adjoining Meshes.

  29. #29
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    Question

    Although version 3.66 of CF Unicode works on this PC, I'm disappointed that Windows XP doesn't recognize the latest version as a valid application. (I'm running 32-bit XP Home Edition with Service Pack 3, on a 7-year-old Dell desktop with all the hardware upgrades I could afford to add.) If version 4.17 of CF Unicode can't run on my PC, would you please link me to the last compatible update? Many thanks!

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    Quote Originally Posted by isnorden View Post
    Although version 3.66 of CF Unicode works on this PC, I'm disappointed that Windows XP doesn't recognize the latest version as a valid application. (I'm running 32-bit XP Home Edition with Service Pack 3, on a 7-year-old Dell desktop with all the hardware upgrades I could afford to add.) If version 4.17 of CF Unicode can't run on my PC, would you please link me to the last compatible update? Many thanks!
    Yes, there is an issue that 4.17 is not running on WinXp.
    Thanks to the default VS2012 behaviour.
    It will be fixed in the next version (should be out soon).

    Unfortunately no link to the previous version - I have a 'free' website, so cannot afford storing multiple versions on it.

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    Also, looks like 4.17 CFАgent.dll crashes Wiz8 when tried to use injection or otherwise produces weird results.
    Once again, wait for 4.18 or use 4.16.

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    I'm sorry to hear that you're unable to keep older versions available, although I do understand how frustrating a tight budget can be. If any WinXP users here still have 4.16, I wouldn't mind hearing from them by PM. Otherwise, I'll hang on to 3.66 and hope for the best.

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    Version 4.18 is out.

    List of changes:

    General: Version has been changed to 4.18
    General: Fixed the problem appeared in 4.17 when executables weren't recognized by Windows XP.
    General: Added "Ask confirmation when saving changes by 'Ctrl+S'." option to the Setup->Settings. Default is 'TRUE'.
    General: Introduced the delayed load for 'FreeImage.dll'. It means that the dll is not required to run the Editor. For editing W8 though you would still need the 'FreeImage.dll' if you want to use certain image-managing features of the Editor.
    General: Introduced the delayed load for 'd3d9.dll'. It means that the DirectX 9 is not required to be installed to run the Editor. For editing W8 though you would still need the DirectX 9 to be installed if you want to view/manipulate the 3D content while using the DirectX 9 rendering pipeline.
    General: Introduced the delayed load for 'd3dx9_43.dll'. It means that the DirectX 9 re-distributables are not required to be installed to run the Editor. For editing W8 though you would still need the re-distributables to be installed if you want to view/manipulate the 3D content. Note that the Editor would likely to crash if the re-distributables are not installed but is tried to be used (only a concern when editing W8).
    General: Introduced the delayed load for 'OpenGL32.dll'. It means that the OpenGL32.dll is not required to be on your computer to run the Editor. For editing W8 though you would still need the OpenGL32.dll to be present on your computer if you want to view/manipulate the 3D content while using the OpenGL rendering pipeline. Note that the Editor would likely to crash if the OpenGL32.dll is not present but is tried to be used (only a concern when editing W8).
    General: Introduced the delayed load for 'glu32.dll'. It means that the glu32.dll is not required to be on your computer to run the Editor. For editing W8 though you would still need the glu32.dll to be present on your computer if you want to view/manipulate the 3D content while using the OpenGL rendering pipeline. Note that the Editor would likely to crash if the glu32.dll is not present but is tried to be used (only a concern when editing W8).
    W6/W7: Save File Viewer: Fixed the dialog flickering when switching between characters.
    W6/W7: Save File World Viewer: Made a satellite of the Save File Viewer: can be viewed and accessed at the same time, synchronised with the Save File Viewer.
    W6/W7: Save File World Viewer: Highlighting changes between the current and previous loaded files.
    W6/W7: Save File World Viewer: Displaying unknown parameters for Wandering NPCs.
    W6/W7: Save File World Viewer: All maps displayed reflect the current terrain changes (changed walls and display features).
    W6/W7: Map Editor: Added 'Transparent Map Features' option.
    W6/W7: Patch Manager: Added "Bard's Music" patch.
    W6/W7: Game Info Viewer: Corrected Monk's 'Features' to include +5% KIA bonus (just like Ninja).
    W6/W7: Game Info Viewer: Found out that W7 Gold does not have Ranger's 'Features' as W7 Dos has (Missile expert: %s x 2, Miss chance -15).
    W7: Save File World Viewer: Introducing Auto-map which acts like in-game Journey Map Kit. If the Party does not have an item that can be used as a Map Kit the Auto-map is not displayed. The highest 'Mapping' skill in the Party is used. Extra info (which is not displayed in-game) is shown when 'Mapping' skill is very high (90+ and 100). Auto-map is disabled for W6 because W6 does not have auto-map concept and does not store the information about visited cells and does not have 'Mapping' skill. 'View Party on the Map' functionality is still available for W6.
    W7: Map Editor: Sorted out some Display Feature confusion. 'Burned Eggs' display feature is now fully available. 'Hole' feature is fully available. 'Pushed Secret Button' feature does not exist.
    W8: Agent: Fixed the problem appeared in 4.17 where CFAgent was crashing the Game.
    W8: NPC Editor: Script Command '24' is actually 'PC Quote' Command as it was discovered by Wingard.
    W8: NPC Editor: A few NPC parameters were discovered by Wingard: minimum bribe value, reaction to 'Threat' and 'Friendly' and average Party Level requirement to recruit an RPC.
    W8: Item Editor: Added ability to change Item's image by selecting a STI file directly from the "Data/Items/" folder.
    W8: Item Editor: Added check for the Item's image names that are too long.

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    Hello!

    I'm sorry I have to write here so soon, but I encountered a problem already. I doubt it's related to the version of Cosmic Forge as much as the fact that I've just installed everything and I might've missed a few steps somewhere.

    The program was set up and it launches properly. Most editors also seem to work. Location Editor loads but crashes right afterwards; Missile, Item and Monster editors crash as soon as I click on them. Spell editor opens, but as soon as I click on the checkbox to show 3D models, it crashes.

    It led me to think that there was something off with the 3D settings, so I tried them in most possible combinations, but it didn't really help. I know almost nothing about 3D in general, so I'm a little clueless; according to dxdiag this computer has DirectX 11, while the editor's 3D settings mention DirectX 9. I'm not sure if that can cause a problem or not. FreeImage.dll is already in the editor's folder, though I don't know how relevant it is.

    Other than that, strangely, the mod itself, the injector and even Lua support seem to work, though I'm not planning on too much playtesting yet.

    Thanks for all help in advance!

  35. #35
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    Quote Originally Posted by Frostguard View Post
    Hello!

    I'm sorry I have to write here so soon, but I encountered a problem already. I doubt it's related to the version of Cosmic Forge as much as the fact that I've just installed everything and I might've missed a few steps somewhere.

    The program was set up and it launches properly. Most editors also seem to work. Location Editor loads but crashes right afterwards; Missile, Item and Monster editors crash as soon as I click on them. Spell editor opens, but as soon as I click on the checkbox to show 3D models, it crashes.

    It led me to think that there was something off with the 3D settings, so I tried them in most possible combinations, but it didn't really help. I know almost nothing about 3D in general, so I'm a little clueless; according to dxdiag this computer has DirectX 11, while the editor's 3D settings mention DirectX 9. I'm not sure if that can cause a problem or not. FreeImage.dll is already in the editor's folder, though I don't know how relevant it is.

    Other than that, strangely, the mod itself, the injector and even Lua support seem to work, though I'm not planning on too much playtesting yet.

    Thanks for all help in advance!
    I believe it is because of this (quote from changes to 4.17):

    General: Visual Studio 2012 is now used for building the Editor binaries. Some new bugs might creep in because of this and dependence on different DirectX binaries is introduced.
    General: DirectX 9 re-distributables from June 2010 are now required. If you have the latest DirectX installed on your computer you probably don't have to do anything. If you have an 'd3dx9_43.dll'-related error while trying to launch the Editor then: 1. go to Microsoft site and find 'DirectX end-user runtime June 2010'. 2. Download the executable and run it. 3. It will unpack files to a temporary folder you specify (create C:\dxtemp, for instance). 4. Go to this temporary folder and run dxsetup.exe. 5. Delete the temporary folder when finished.

    In addition to that the DirectX has been made non-mandatory for launching CF. But for the price of crashing later when you need it. I might add some checks for that.
    So you need to install the DirectX redistributables as per short description above.

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    Thank you, I did everything as written and it works now.

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    Version 4.19 is out.

    List of changes:

    General: Version has been changed to 4.19
    General: Patching of multiple files at a time is now performed in one transaction - if one of the files has failed then none of the files is being changed. In other words - all of the files are changed (patched) or none (if one of them failed).
    General: Monster List: Fixed few sorting and other problems.
    General: Monster List: Columns order can now be changed and is preserved. Column Widths are preserved as well.
    General: Item List: Columns order can now be changed and is preserved. Column Widths are preserved as well.
    General: Spell List: Columns order can now be changed and is preserved. Column Widths are preserved as well.
    W8: NPC List: Columns order can now be changed and is preserved. Column Widths are preserved as well.
    W6/W7: Monster Editor: Limit for 'Attributes' has been set to 90 (was 25).
    W6/W7: Monster Editor: Lower Limit for 'Miss Chance' has been set to -125 (was 0).
    W6/W7: Monster Editor: Upper Limit for 'Initiative' has been set to 90 (was 60).
    W6/W7: Monster Editor: The probabilities to cast individual spells have changed. Also the maximum Power level for Monsters to cast Spells in W7 is 6, not 7.
    W6/W7: Monster Editor: Discovered Armor AC modifiers for all 9 Attack Modes. 'Damage Reduction' patch can turn those into the Damage Reduction among other things.
    W6/W7: Monster Editor: Discovered HP Regeneration Parameter.
    W6/W7: Save File Viewer: Improved changes highlighting.
    W6/W7: Save File Viewer: Save File World Info: Added 'mini' mode to be used with 'Attach to Running Game'.
    W6/W7: Save File Viewer: Added 'Save File Combat Viewer' dialog. In 'Attach to Running Game' mode it displays the progress of the battle if one is taking place.
    W6/W7 Dos: Save File Viewer: Added 'Attach to Running Game' functionality when the Viewer can attach to the game running in DosBox and display the current state of the Party and the World along with Auto-Map. Optional highlighting of changes. Not supported for W7 Gold.
    W6: Save File Viewer: Save File World Info: Added Auto-Map despite the game not having it. The absent Mapping Skill is 'replaced' by [min(CharLevel, 15) * 5 + CharIntelligence]. The best is taken from the Party. The Mapping Kit requirement is replaced by the requirement to have some paper (any Scroll or Book will do). The size of Auto-Map for W6 is reduced (compared to W7) to compensate for the fact that it shows unvisited cells as well as visited.
    W6/W7 Dos: Patch Manager: Added 'Attacks per Round' Patch. See Patch Manager for description.
    W6/W7 Dos: Patch Manager: Added 'Missile Weapons' Patch. See Patch Manager for description.
    W6/W7 Dos: Patch Manager: Added 'Combat Initiative' Patch. See Patch Manager for description.
    W6/W7 Dos: Patch Manager: Added 'Weapon Equip' Patch. See Patch Manager for description.
    W6/W7 Dos: Patch Manager: Altered 'Bard's Music' Patch. See Patch Manager for description.
    W6/W7 Dos: Patch Manager: Added 'Weapon Effects' Patch. See Patch Manager for description.
    W7 Dos: Patch Manager: Added 'Monster Combat' Patch. See Patch Manager for description.
    W7 Dos: Patch Manager: Added 'Defences' Patch. See Patch Manager for description.
    W7 Dos: Patch Manager: Added 'Damage Reduction' Patch. See Patch Manager for description.
    W7 Dos: Patch Manager: Added 'Rogue Talents' Patch. See Patch Manager for description.
    W7 Dos: Patch Manager: Added 'Power Cast' Patch. See Patch Manager for description.
    W7 Dos: Patch Manager: Added 'Race Features' Patch. See Patch Manager for description.
    W7 Dos: Patch Manager: Added 'Character Display' Patch. See Patch Manager for description.
    W7 Dos: Patch Manager: Added 'Diseased Condition' Patch. See Patch Manager for description.
    W6/W7 Dos: Patch Manager: Dropping support for Patches 'Resting, Version 1' and 'Swings per Attack limit of Shoot & Throw'. You will still be able to revert them, but not to apply.
    W8: Added a check for 'D3DX9_43.dll' upon starting the Editor. An error message is displayed if it is not found. Also the dll in question can now be downloaded from the website.

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    Version 4.20 is out.

    List of changes:

    General: Version has been changed to 4.20
    W6: Spell Editor: Fixed bug causing the Editor to tell you it can't save WMEXE.OVR, when saving modified Spells.
    W6/W7: Map Editor: Limit for Lockpicking/Force Difficulty for a Locked Door has been increased to 30.
    W6/W7: Loot Editor: Limit for Trap Level has been increased to 50.
    W6/W7: Save File Viewer: Fixed bug when attaching to a Running Game didn't work (more so under Windows 8).
    W6/W7: Save File Viewer: Combat Viewer and World Viewer are now more independent and don't stay on top of the Save File Viewer.
    W6/W7: Save File Viewer: Character Combobox now behaves better when attached to the running game.
    W6/W7: Save File Viewer: Now displays the effect of overload in the Final Evasion AC to match the Game's charsheet.
    W6/W7: Save File Viewer: Corrected the displaying of Armor ACs to match the Game if 'Defences' Patch is not applied.
    W6/W7Dos: Save File Combat Viewer: Improved Lists' autosize to reduce the flicker.
    W6/W7: Monster Editor: Upper Limit for Resistances has been increased to 251 (was 125).
    W6/W7Gold: Patch Manager: Fixed some patching issues.
    W6/W7: Patch Manager: Classes List's columns order can now be changed.
    W6/W7: Patch Manager: Hovering mouse cursor over a Class's Features or a Race's Features for half a second, brings up the ToolTip describing them.
    W6/W7Dos: Patch Manager: 'Combat Initiative' Patch is no longer reversible.
    W6/W7Dos: Patch Manager: Added 'Swings per Attack' Patch. See Patch Manager for description.
    W6/W7Dos: Patch Manager: Added 'Immunities' Patch. See Patch Manager for description.
    W6/W7Dos: Patch Manager: Added 'Poison Strength' Patch. See Patch Manager for description.
    W7Dos: Patch Manager: Added 'Combat Display' Patch. See Patch Manager for description.
    W7Dos: Patch Manager: Added 'HP Regeneration' Patch. See Patch Manager for description.
    W7Dos: Patch Manager: Added 'Max Previous Level' Patch. See Patch Manager for description.
    W7Dos: Patch Manager: Added 'Resting' Patch. See Patch Manager for description.
    W7Dos: Patch Manager: 'Race Features' Patch has been renamed to 'Extra Class/Race Features'.
    W7Dos: Patch Manager: 'Rogue Talents' Patch. Fixed bug causing the Party to get crazy XP if a monster dies from poison between rounds. Restore original VMELE.OVR and re-apply the Patches you want to be applied.
    W7Dos: Patch Manager: 'Extra Class/Race Features' Patch. Fixed 'Resilient' & 'Spirited' features to not work in Combat when char is dead or stoned. Added more Class/Race Features to the Patch. Restore original VMELE.OVR and re-apply the Patches you want to be applied.
    W7Dos: Patch Manager: 'Defences' Patch. Added sub-patch to stop Misc and Shield ACs being added to Armor ACs during the Combat. See the next paragraph for how to properly update the 'Defences' Patch. Make sure you read it carefully.
    W7Dos: Patch Manager: 'Defences' Patch. Fixed Fighter's Armor unequip issue. Restore original ds.exe and re-apply the Patches you want to be applied. Note: restoring ds.exe will erase some changes to the Spells you might have made. In order to preserve Spell changes do the following: run CF 4.20, restore original ds.exe, change 'Energy Blast' to be Water Spell, save the Spell changes (noting that ds.exe has been modified), change 'Energy Blast' back to be Fire Spell, save the Spell changes again, re-apply the Patches you want.
    W7Dos: Patch Manager: 'Monster Combat' Patch. Fixed bug causing the game to freeze in Combat. Improved behaviour when the front row of character is not available (hidden/dead). Simply apply the Patch again (a Patch will report as 'not applied' when the old patch is detected).
    W7Dos: Patch Manager: 'Items' Special Power' Patch. Fixed bug causing the Game to crash whenever trying to Invoke the Skill Increasing Special Power of an original Game Item. Simply apply the Patch again (a Patch will report as 'not applied' when the old un-fixed patch is detected).
    W7Dos: Patch Manager: 'Damage Reduction' Patch. Fixed bug causing a hit to completely remove Plyze condition from the target, if Plyze condition is above 127. Simply apply the Patch again (a Patch will report as 'not applied' when the old un-fixed patch is detected).
    W7Dos: Patch Manager: 'Power Cast' Patch. Changed Bishop class to enjoy 'Power Cast' feature (was 'Lesser Power Cast'). Simply apply the Patch again (a Patch will report as 'not applied' when the old patch is detected).
    W6: Patch Manager: Added 'Character Display' Patch. See Patch Manager for description.
    W6: Patch Manager: Added 'Power Cast' Patch. See Patch Manager for description.
    W6: Patch Manager: Added 'Encumbrance' Patch. See Patch Manager for description.
    W6: Patch Manager: 'Weapon Equip' Patch now grants -15 Miss Chance to Rangers with Missile Weapons (it was -5). Patch's description has been amended as well.
    W6: Game Info Viewer: Races' Resistances are now editable.
    W6: Game Info Viewer: Classes' Level Up HP are now editable.
    W6: Game Info Viewer: Classes' Level Up Miss Chances are now editable.
    W6: Game Info Viewer: Classes' Generation-Time Mana Regeneration and Spell Picks are now editable.

  39. #39
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    Version 4.21 is out.

    List of changes:

    General: Version has been changed to 4.21
    W6/W7: Save File Viewer: Display 'Shoot' attack mode for all long weapons.
    W6: Picture Editor: Fixed a recently introduced bug that leads to a crash when loading mon54.pic.
    W8: Render Window: Fixed 'Invisible or Black Objects' rendering bug.
    W8: Location Editor: Fixed 'Shimmering Halos' rendering bug.
    W8: Select Spell Dialog: Fixed the slight mismatch in the names of the Magic Spheres.

  40. #40
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    Update to 4.21 is out.
    Version didn't change.
    Fixed freezing bug for W7Gold 'Patches' menu.

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