DLE-XP Update Notification Thread

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DLE-XP 1.4.11 - 1.4.12

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DLE-XP 1.4.11 - 1.4.12
  • Changed: Mine rotation rate now depending on move rate from preferences tool.
  • Fixed: Infinitely appearing error message when trying to edit TGA textures.
  • Improved: Conversion routine creating temporary bitmaps from TAGs is way faster now.
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DLE-XP 1.4.13

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DLE-XP 1.4.13
  • Fixed: Advanced objects properties tool didn't work.
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DLE-XP 1.4.14

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DLE-XP 1.4.14
  • Fixed: Quad concussion missile pack image wasn't displayed in the object tool.
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DLE-XP 1.4.15

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DLE-XP 1.4.15
  • DLE-XP will now use the name tags "zname=" for Vertigo and "d2x-name" for D2X-W32 missions. D2X-W32 v1.4.34 and above will be able to use the "d2x-name" tag. The "zname" tag is already present in D2-Vertigo. This should take care of non-D2X-W32 program versions loading D2X-W32 levels and crashing when trying to display them.
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DLE-XP 1.4.16 - 1.4.17

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DLE-XP 1.4.16 - 1.4.17
  • New: DLE-XP is now able to read more different TGA formats (only uncompressed TGA files are recognized though).
  • Fixed: Undoing block movements undid one vertex position change after the other instead of reverting all marked vertices to their previous positions at once.
  • Fixed: Couldn't set primary or secondary textures using the texture tool's texture dropdown boxes.
  • Fixed: Deleting a cube deleted walls in adjacent cubes.
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DLE-XP 1.4.18

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DLE-XP 1.4.18
  • New: View distance can be set in the preferences tool.
  • Fixed: Crash when resetting overloaded textures to their default images.
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DLE-XP 1.4.19 - 1.4.20

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DLE-XP 1.4.19 - 1.4.20
  • Fixed: Bugs in TGA handling.
  • Fixed: Program hanging when having (groups of) segments that weren't connected.
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DLE-XP 1.4.21
  • New: Save function for TGA textures in the texture edit tool.
  • Improved: DLE-XP will now accept textures where width and height are different (this is targetted at textures containing animation frames where the height is a multiple of the width).
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DLE-XP 1.4.22
  • Fixed: Render depth settings weren't handled properly in wireframe view.
  • Fixed: Buggy TGA handling.
  • Fixed: Display of textures where their height is larger than their width (i.e. textures containing animations).
  • Improved: Hit test for segment selection.
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DLE-XP 1.4.23
  • New: Every wall can be more or less transparent now.
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DLE-XP 1.4.24
  • Fixed: Image type not properly stored when loading a TGA image with the same size as the verloaded default image. This would lead to transparency information loss for such images.
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Post by Diedel »

DLE-XP 1.4.25
  • Fixed: Several bugs in cube subdivision code leading to screwed up level structure, misplaced walls or D2X-W32 error messages when trying to load the level.
  • Fixed: Joining the current side with the closest other side would frequently lead to joining the wrong two sides.
  • New: Support for custom palettes. Each level of a mission can have its own palette. The level's palette file (in the mission hog file) must bear the level's name and the extension '.pal' (e.g. 'mylevel.rl2' has the palette 'mylevel.pal').

    Custom palettes have to be created externally and must be imported in the hog file with a suitable program (e.g. DLE-XP).

    A custom palette must at least contain 256 RGB values. Each value must fit in a single byte (8 bits), making up for 756 bytes for the palette in total.

    Optionally, the palette can have a fade table consisting of 34 fade values per palette entry (34 * 256 total). Note: The fade table is required for D2X-W32!

    So, if DLE-XP loads a level with a custom palette, and the palette lacks the fade table, DLE-XP will create it, and store the expanded palette in the mission's hog file when the level is saved. In other words: If you don't save the level, the expanded palette will not be stored in the mission file, which will lead to D2X-W32 using a faulty custom palette.
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Post by Diedel »

DLE-XP 1.4.26
  • Fixed: Level names from mission files containing whitespace characters (e.g. blanks) were mutilated.
  • Fixed: When creating a new level, no extension was added to the level file name.
  • Fixed: DLE-XP crashing when loading levels with very long strings of cubes (> 255).
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DLE-XP 1.4.27
  • Fixed: If a texture was overriden by a custom texture (-> pog file) and subsequently reset to the default texture, it still had an entry in the mission's pog file (where now a copy of the default texture was stored). This led to the corresponding highres texture not being used by D2X-W32 (because custom textures take precedence).
  • Fixed: TGA custom textures displayed upside down.
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DLE-XP 1.4.28
  • Fixed: With partial texture display, if the texture list was to large for the texture view and was scrolled down, picking a texture resulted in getting another texture than the one clicked on.
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DLE-XP 1.4.29
  • Fixed: Crash when aligning textures and only using secondary textures.
  • Improved: Texture alignment.
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Post by Diedel »

DLE-XP 1.4.30
  • Fixed: Secondary texture got occasionally deleted when chosing another primary texture.
  • Fixed: Faulty scrolling texture display.
  • Fixed: Editing/displaying D1 shield damage and energy drain trigger strength.
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DLE-XP 1.4.31
  • Fixed: Issuing a "previous line" command switched to the next line.
  • Fixed: Unjoining points would destroy the level.
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DLE-XP 1.4.32
  • New: Textures will now be sorted by their type/function/appearance, i.e. first the rocks (gray, brown, red, blue, green, sand, lava, water), next steel, then concrete and wall textures, floors, ceilings, grates, fans, lights, signs, energy and force fields, tech stuff, doors.

    Next new feature will be a texture filter based on these texture properties.
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DLE-XP 1.4.33
  • New: Texture filter.
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Post by Diedel »

This thread will be discontinued.

The DLE-XP version history can now be found in the DLE-XP area of www.descent2.de.

To open it, click on the version number at the top of the DLE-XP intro page, or select "Version History" in the side menu.
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Post by Diedel »

I have finally managed to find and fix this bug where texture list scrollbar didn't work when only used textures were displayed. Well, you didn't describe the bug properly. The scrollbar gets displayed, it just doesn't work. :P Fixed now.
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