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June 5th 2023, 07:14 AM
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drone1400
Peasant He/Him Romania
C# nerd 
A while back, RW released the source code for WinDinkEditPlus over on gitlab: https://gitlab.com/rudolfwg/wdep2

I made a fork of it, and it is also on gitlab: https://gitlab.com/drone1400/wdep2

So far, I haven't uploaded a build of it to TDN as I think it requires more testing and such, but if you're curious and want to try it without building it yourself, here's the latest build I have over on Bluedy's discord:
V2.5.7.8 - https://cdn.discordapp.com/attachments/959479388938829824/1141427793423519764/WDED_V2.5.7.8.zip

Since Bluedy is messing around with it these days and found another bug I just fixed up in this version, I figured I'd make a separate thread to document what I'm doing. Much easier to keep track of things this way than on discord

After more testing and making sure it doesn't somehow set your computer on fire or there are any more nasty bugs or something, I'll probably upload it as a proper file here on TDN too.

Here is a list of changes from RW's V2.5 that's on TDN.

--- V2.5.7.8
- fixed a really nasty crash due to the a sprite .FF file extraction function buffer being too small 
    this would have caused any long path name to potentially hard crash WDE without the stack walker even doing anything...

--- V2.5.7.7
- will now attempt to save DMOD data when WDE crashes, after making a backup of existing DMOD files in a ".wded\dmod.bakX" subfolder

--- V2.5.7.6
- added generic cut/copy/paste commands (CTRL+X/C/V) in multiple editor contexts
- a bunch of internal changes...
- updated help text
- minimap detail toggleable now

--- V2.5.7.5
- fixed crash when editing hardness for tile selected from a non-existing screen number

--- V2.5.7.4
- added B and Delete hotkeys to clear hardness editor, Tab to exit hardness editor without saving 

--- V2.5.7.3
- quick fix to tile selector pasting wrong tiles with 2x3 grid layout

--- V2.5.7.2
- changed toolbar to have all the functions from Tools menu (currently using placeholder button art)
- removed Tools command indicators from status bar
- added new tile info to status bar
- reverted tile selector selection rectangle sizes to what they were before

--- V2.5.7.1
- finished expanding tile selector tile sheets to 600x550 (there were some overlooked issues in V2.5.7.0)
- number of tile sheets rendered in tile selector is no longer hardcoded, can maybe make it user configurable in the future... 
- added hard-tile editing capabilities while in tile selector mode (to allow for customizing hard.dat more easily!)
- altered hard.dat saving/loading to support extended tile sheets
- hopefully didn't break anything in the process     

--- V2.5.7.0
- started upgrading hardness selector/editor process
- made hardness editor have 1:1 aspect ratio, centered
- added hide texture to hardness editor by pressing space bar
- made tile sheet tile selector have 1:1 aspect ratio, centered
- expanded tile sheet tile selector to full 600x550 px size

--- V2.5.6.3
- fixed hardness rendering error for sprites that are mouse-overed
- improved sprite info text overlay so it shouldn't be rendered offscreen now
- added yellow sprite bounding box when the sprite is too big and/or goes offscreen

--- V2.5.6.2
- Made help text and sprite info text overlays less annoying to look at      (by adding semi-transparent background rectangles)

--- V2.5.6.1
- Fixed UndoStack issue that would cause endless loop to pop the stack until WDE crashed

--- V2.5.6
- Added StackWalker for debugging crashes

--- V2.5.5
- Fixed bug related to screen script not being able to be changed since V2.5

--- Up to V2.5.4
I don't think I documented changes so far, but mostly it's something like this:
(Not necessarily in this order)
- Reorganized source code in folder
- Configured project so that I can build for Windows XP         
- Switched to newer SDL2 version, version 2.26.5
- Using SDL2 Image, version 2.6.3 to add PNG support to sprites
- SDL2 and SDL2 Image are dynamically linked now
- Implemented some basic logging system
- Rewrote some parts of the code related to accessing files:
	+ paths should be normalized and validated properly...
	+ i think V2.5 had some bug where creating a new DMOD could end up copying files to the root directory of a drive, this shouldn't be possible anymore...
	+ creating a DMOD in a child path of the DMOD Skeleton directory shouldn't be possible either now
- Added command line arguments:
	"-game" same as in DinkHD and FreeDink, can be used to specify what DMOD to open on launch
	"--refdir" same as in FreeDink, can be used to specify a specific core DINK installation to use
- Changed sprite properties GUI to be able to set deprecated / unused properties... (Some of them are useful for fancy DINKC scripting)
- Fixed sprite rendering bug when rescaling sprites (the size was incorrect by a pixel or so)
- Fixed sprite hardness rendering bug when rescaling sprites (hardness doesn't get resized in game, but was getting resized in the editor!)
- Probably some other things i'm forgetting...