diff --git a/readme.txt b/readme.txt deleted file mode 100644 index 22b4415..0000000 --- a/readme.txt +++ /dev/null @@ -1,410 +0,0 @@ -Dragonlance TC Editor Pro -Unofficial game file editor/checker/browser for old IE (Infinity Engine) games. -Official game file editor for GemRB and BGEE - -Current version: V7.7j - -Changes: - -v7.7j -- improved stencil bmp reader -- improved the spell list generator for BGEE -- permanent/allow save projectile flags -- read plts as greyscale bmp -- fixed chitin exploder to handle upper case bif extensions correctly -- added a bunch of experimental opcode descriptions -- added lance projectile width for BGEE -- added a bunch of other projectile flags for BGEE - -v7.6g -- added bgee specific flag to area (per area water transparency) -- fixed area editor resizing (again) -- added use_lang flag to weidu parameters -- fixed extracting tileset into bmp - -v7.6f -- fixed area editor window resizing -- fixed many off by one errors in the area editor that may have caused memory corruption -- you can change ambient radius via mousewheel in the ambient selection mode -- shift click will relocate the ambient in ambient selection mode -- spell assign key entry generator for BGEE -- unused large files finder for BGEE -- creature loader updates window before small inconsistency popup appears (otherwise it breaks the load) - -v7.6e -- don't corrupt area if it has map notes but no rest interruption header -- item bam checker improvements -- correctly allocate wed walls to wallgroup lists -- auto correct missing tileset offset -- some new flags in area and projectile (BGEE specific) - -v7.6d -- scanning of variables now handles scripting names in areas -- updated resource checking -- vef editor - -V7.6b -- ambush area reference checks (wmp) -- fixed item description checker feedback -- fixed several problems in the wed editor -- added .glsl fileformat to the resource list (textfile) -- fixed last opened bcs/baf logic - -V7.6a -- fixed a bug with loading saved games while in the pocket plane (ToB) -- you can add empty overlays in wed editor -- entrance names are generated without space -- tileset checker is aware of new tileset format -- fix zero frames in BAMs -- new functionality: fix linefeed problems in tlk -- proper bam splitting - -V7.6 -- game and dialog editor asks before quitting after changed -- worldmap editor - now it is possible to select area from worldmap -- fixed handling of four letter extensions (pvrz) -- csv import/export for tlk - -V7.5c -- fixed bmp saving -- more item checking functionality -- fixed spawn method names -- area animation height field accepts negative numbers - -V7.5b -- improved the dialog editor -- scrollbar ID in editbox (might be BGEE only) -- saving a composite description icon BAM as single BMP (BGEE) -- fixed displaying BMP description icons (BGEE) - - -V7.5a -- halfway compatible with BGEE compressed tilesets - -V7.5 -- priority for BMP over BAM when displaying description icons -- key editor won't complain about bifs in lang path -- dialog checker improvements - -V7.4i -- text search will highlight the find -- new tool: load all dialogs into a single massive tree view (useful to find orphan states or to browse the whole dialog structure without switches) -- fixed extraction from saved games (filename filter, location) -- bgee minimap creation (new resizing factor) -- bg1 -> bg2 mass conversion of creature effects - -V7.4h -- improved creature searching (by dialog/script) -- added GUI for ambient selection in area editor -- improved string reference verifications (length limits) -- implemented add/remove animated tile frame -- night conversion of individual tiles (handle with care!) -- improved handling of corrupt tile references in .wed -- night conversion now works directly from area editor too -- better kit 2da checking (looks into all CLAB) - -V7.4g -- night lightmap converter -- ogg/vorbis support - -V7.4f -- fixed parsing of globaltimer triggers (hopefully) -- night tileset converter -- handle biffed chr files - -V7.4e -- fixed registering of AUX map changes when they first go into override -- language setting in WEIDU options (affects resource location too) -- removed buggy directory changing introduced in 7.4b -- fixed .gam editor to still start in the last savegame dir (you need to turn off 'always start in default folder') - - -V7.4d -- added composite dialog viewing mode (loads referenced dialogs into the treeview) -- fixed tileset saving broken in v7.4b - -V7.4c -- check tags in tlk editor now works -- overlapping ambient check -- colliding region/doorname check -- fixed trigger searching in dialogs -- configurable area editor window size - -V7.4b -- more checking/searching abilities for various filetypes -- file picker now starts in the same directory you left it previously (no more resetting to the override) -- - -V7.4a -- can automatically correct some item corruptions caused by WeiDU. -- more updated fields from BGEE public information -- improved 2da/effect checking abilities - - -V7.4 -- updated/clarified several unknown fields based on BGEE developer information - -V7.3d -- fixed reading of some unterminated 2da's (eg.: speldesc.2da) - -V7.3c -- fixed WFX menu -- fixed probability checker (allow equal min and max probability) - -V7.3 -- Added WFX editor -- show all option in area animation placement -- fixed aux map editor y offset bug -- more editable fields in iwd2 creature files - -V7.2d -- GemRB specific spell and projectile fields - -V7.2c -- fixed default saving throws in creature editor -- try to preserve the order of spell indices in spell pages (weidu chokes on an unordered spellbook) -- fixed some iwd effect descriptions -- fixed whole bam importer frame count in cycles - -V7.2b -- updated effect targeting types -- added whole bam import from bmp sequences -- slider control unknown fields are not unknown anymore -- window 0x1a field is not unknown anymore - -V7.2a -- fixed button disabled/selected fields in the chu editor - -V7.2 -- more item extended header checks and edited fields -- falling back to load tileset from same directory as .are, if it isn't in the game override -- fixed a crasher bug in the polygon selector - -V7.1f -- creature editor knows more pst specific fields - -V7.1e -- extended area projectile editor with gemrb specific fields -- fixed tab order in animation/palette editor (a long forgotten request) -- area link flags -- 8 bits heightmap editor - -V7.1d -- fixed var.var editor to look up the initial values -- improved projectile finder (now it can look for projectiles in projectiles) -- hopefully removed all references to the old dltc homepage which fell prey to some domain squatter - -V7.1c -- spawn.ini checker (pst/iwd/how/iwd2) -- gemrb specific projectile flags - -V7.1b -- You can edit the dream movies in areas (see pocket plane in tob) -- At least one crash bugfix i got somewhere smile.gif -- internal script compiler now somewhat works! (I still don't recommend it for real use) -- iwd2 creature levels are now editable -- kit selector combobox is filled (you need a correct kit.ids) - -V7.1a -- grid/polygon color is customisable in the .ini file -- window placement improved - -V7.1 -- implemented .sav repackaging -- fixed cbf compression -- added remove all button to area actor editor (removes all after the selected one) -- fixed tob .gam editor (familiars) - -V7.0k -- fixed a problem with bam preview - -V7.0j -- fixed problem with pst creature writer (saving corrupted creatures with overlays) -- ability to edit familiar structure in iwd2 -- updated iwd2 opcode list - -V7.0i -- applied Igi's patch for filedialog (with modification) - -V7.0h -- added more iwd2 specific fields (feats/skills) -- swapped the bg1 area exits -- fixed spell forgetting not to forget multiple spells in some cases - -V7.0g -- added some iwd2 specific creature fields -- fixed a small screwup of tutu converted items causing trouble in the item loader - -V7.0f -- hot buttons changed from checker to editor because editors are more frequently used -- removed extra debug code from area searcher -- fixed possible memory corruption in area mirror tool - -V7.0e -- fixed area editor crasher (removing containers) -- fixed area container/door copy/paste -- added polygon count checker for iwd2 walls - -V7.0d -- fixed src crasher - -V7.0c -- zoom function enlarges bam by 2 in bam editor - -V7.0b -- updated pst missile ids (you have to copy it as missile.ids into your game override) -- fixed chr save -- fixed some effect descriptions - -V7.0a -- fixed a crash with iwd2 creature soundsets -- you can disable force new strref on import tbg (this is the default) - -V7.0 and before -- implemented all the rest... - -Features: - -- checks most filetypes for possible crashers, bugs or cosmetical errors. -- provides fixes of various errors made by other editors. (MOS, creature, dialog, area, BAM, KEY, BIF ) -- extracts most of the filetypes (able to extract all files of a certain type, or all files in a bif or files matching a pattern). -- looks for files matching a specification of field values (for example you can look for all evil creatures). -- able to manipulate or create most of the filetypes with various degree of usefulness. -- able to compress or decompress bifs. - -Progress status: - -1. Consistency checkers - They work for BG2, some of them works for IWD2 and other engines. - They are safe for running, but they may give false reports. - -2. Editors - Item editor - Works for all engines (PST/BG1/BG2/IWD1/IWD2) - Spell editor - Works for all engines (PST/BG1/BG2/IWD1/IWD2) - Store editor - Works for all engines (PST/BG1/BG2/IWD1/IWD2) - Creature editor - Works for all engines, but doesn't fully support IWD2 - Area editor - Works for all engines, fully supports wed/tis editing (door addition/removal, vertex manipulations, overlays), it can convert BG1 areas to BG2 (green water) - PRO/VVC/EFF editors - Work for BG2 (the other engines might not support these formats) - Dialog editor - Works for all engines - Game editor - Works for all engines, it doesn't support full savegame editing. It can be used to add NPC's to a new game. - BAM editor - Works for all engines. It can compress/decompress BAMs, manipulate palette, add animation cycles - Worldmap editor - Works for all engines, can edit multi map worldmaps - MOS editor - Works for all engines, it can compress/decompress MOS files, fix transparency - TIS editor - Works for all engines - 2DA editor - Works for all engines - IDS editor - Works for all engines - MUS editor - Works for all engines - TLK editor - Works for all engines - KEY editor - Works for all engines - Handle the editors with care, make backups before modify items, bams, etc. - If you find a reproducible bug or you have any idea how could I improve this tool, please notify me via the DLTCEP Support Board. (www.dragonlancetc.com/dltcep) - -3. Resource finders - They work and safe for running. Occasional crashes were reported. - -4. Resource extractor - It works for all engines, but CD extraction may be tricky. Extraction from compressed bifs now works flawlessly, no need to decompress the whole bif. - -5. Bif/sav decompressor/compressor - It works for all engines. - -6. TBG import/export - Supports the TBG3, TBG4, TBGN and IAP fileformats - -Known bugs: - -The dialog tree recoils when changing any leaf (annoying) -The stop button doesn't work during searching/checking - -Known problems: - -Problem: - The script checker reports [ANYONE] as an invalid IDS value. -Reason: - The symbol isn't in the EA.ids (or other) file. It is working only because the game replaces invalid symbols by 0. -Solution: - Add the line 0 ANYONE to your EA.ids (or other). - -Problem: - The script checker reports [ANYONE] as an invalid object.ids value. -Reason: - The symbol isn't in the object.ids file. It is working only because the game replaces invalid symbols by 0. -Solution: - Add the line 0 ANYONE to your OBJECT.ids. - -Problem: - The consistency checkers report a lot of problems. -Reason: - It reports different severity problems. Some cause crashes, some cause visual problems, some are unnoticed in the game and some are deliberate tweaks. -Solution: - Look at your 'Check' menu in the setup and turn off some checks. If you don't care about original game errors, turn the 'skip original files' option on. - -Problem: - The script editor doesn't refresh line numbers when dragging the scrollbar. -Reason: - When the edit box has no focus Windows doesn't send the same message (and i'm too lazy/inexperienced to find the solution). -Solution: - Make sure the text edit box has the input focus by clicking into it. - -Problem: - The area editor shows garbled graphics when using graphical placement tools (the placed animation itself seems right, but the area graphics is scrambled). -Reason: - This has been fixed (i think). -Solution: - Make sure you use your display in 32 bit color depth. - -Problem: - Effect numbers are displayed twice in the effect names. -Reason: - The effect descriptions contain the numbers, but DLTCEP adds them too. -Solution: - Turn on the 'don't number effects' edit option. - -Problem: - DLTCEP is complaining about missing shout.ids, moraleai.ids, color.ids or similar. -Reason: - The action/trigger ids files contain references to nonexistent files. -Solution: - Fix your action.ids, trigger.ids files or add an empty file in place of the missing one. - -Problem: - The modified file doesn't contain the modification. This happens only when modifying an original game file. It also happens -when the modification was made by another tool while DLTCEP is running. -Reason: - DLTCEP loads chitin.key and override information once at startup (or at reload chitin or setup change) to speed up file access. -Solution: - Load the new file by the 'load external' button. Or reload chitin.key from the main menu. - -Credits: - -Maltanar - for sharing information and code -Theo - for sharing information and code -Ken Baker - for starting TeamBG (now defunct) -Max/Potencius - for creating TDD and DLTC (www.dragonlancetc.com, and people who revived the site!) -Manveru - for starting IESDP, a great site for IE file formats (now defunct) -Igi - for maintaining IESDP and creating DLTCEP tutorials (iesdp.gibberlings3.net) -Yovaneth - for creating the most comprehensive DLTCEP area editing tutorial (http://www.simpilot.net/~sc/dltcep/index.htm) -Jon Olav Hauglid - author of NI, for clearing up some unknowns (www.idi.ntnu.no/~joh/ni/index.html) -Abel@TeamX - for the ACM handler routines (www.teamx.ru) -Westley Weimer - for WeiDU (weidu.org) -Per Olafsson - for TisPack -Several other people - for providing bits of information and reporting bugs -Ian Ashdown - for the octree algorithm (fast color reduction) -Jean-loup Gailly and Mark Adler - for their static zlib module -Bioware & Black Isle - for the IE engine and the games -Overhaul Games - for recent upgrades and information on the IE engine - -Additional information: - -Read the accompanying textfiles for instructions on editing various filetypes. - -For modding tips, information, tools and other resources visit us at www.gibberlings3.net! -For DLTCEP specific information, visit the DLTCEP homepage at http://forums.gibberlings3.net/index.php?showforum=137 - -The (somewhat outdated) sources for this program are available on gemrb.git.sourceforge.net under module dltcep. -Modifications to this program may not be misrepresented as the original, otherwise you are free to port it to other systems (i would like to know about it). -DLTCEP is constantly growing, generally I release a new version each week (or month) therefore if you altered the program it is better you supply the patch on the sourceforge site. - -If you have created a public mod (or TC) with the help of this tool, please mention that in your mod's readme (if there is any). - -Avenger_teambg