Version 1.8 Changelog


1.8.1: Fixed bug preventing SETVAR from working with non-variable values.
1.8.2: Fixed a bug that could prevent MODELTEXTURE from working.
1.8.3: Updated incorrect documentation about SETSTAT being incorrectly labelled as WEAPONSTAT, and enabled the ability to force weapon reloads with "RELOAD 1".
1.8.4: Fixed a bug that would cause the editor to crash if you reimported the same script (typically when reusing scripts between maps).

Thanks for all the support, feedback, suggestions and bug reports!
I've read all of your comments here and on discord, and plan to implement most of the suggested features.
However, some of the features will take a lot longer to support than others.
If you made a suggestion (or 41) that didn't make it in this update, it hasn't been forgotten or ignored, I'm just mostly prioritising the smaller jobs right now.

General fixes

- Fixed an editor crash that would occur if you loaded a map which contained an enemy or decoration without a loaded texture.
When opening a project, the editor will now inform you if it finds any enemies or decorations with invalid names, and will offer to rename any affected sprites/sfx.
- Fixed a gap in cylinder skyboxes.
- Fixed an issue preventing terminal/trigger scripts from being updated when re-imported in the editor.
- Fixed a bug that could cause SETVAR to corrupt a variable value, leading to random crashes (accidentally broke in 1.7).
- Fixed a bug that could lock the game in VN mode if multiple scripts were executed at the same time.
- Removed input/script bind delay, due to above fix.
- Fixed a bug with the 'weapon' and 'keeptrigger' commands, which would freeze if 'auto 1' wasn't specified in the script.
- Fixed all of the broken JUMPIF fsm actions.

Skybox Slopes and Spread

- Added cube-shaped skybox support, and a selector in the editor to set the skybox type.
- Added a checkbox to make any custom modifier double-sided, allowing slopes to be seen from the opposite side.
Rotation on the X/Z axis is something I want to support, but it'll take a bit more work than you'd expect. Hopefully this allows a little more freedom until then.
- Added optional spread for enemy projectiles (not bullets yet)

A less finite State Machine

- Added the MULTIPLY, DIVIDE, and MODULO fsm actions
- Added the MODELTEXTURE action, which allows you to change the current texture used by the 3d model.
- Added optional DRAW and HOLSTER states for switching to/from weapons, which can replace the current switching animations.
- Added the PROJECTILE action, which allows you to shoot a projectile at any direction around the enemy.
- Added the ZOOM action for weapon FSM's, allowing you to add working sights/scopes.
- Added the SETSTAT action for weapon FSM's, practically the same as the 'weapon' script command but without slots.
- Added the SETAMMO action to allow you to set an ammo count directly (in mag or total).
- Adjusted GIVEAMMO and TAKEAMMO to allow you to specify how much ammo to give/take.
- Allow CUSTOMPARTICLE to also be used on weapon FSM's.
- Adjusted PLAYERSPEED, INCREMENT and DECREMENT actions to allow non-whole numbers.
- Most values for FSM actions can now be replaced with a variable by using a $.
- Changed FSM documentation to better indicate which actions can be used on weapons/decorations/enemies.

Scripting

- Added ability to enable/disable player crouching/jumping.
- Added modulo operator (%=) to variable assignment.
- Added player height command for setting walk or crouch height.
- Added an optional parameter to the "door open" command, allowing you to specify if the doors should shut normally.
- Added the ability to stop sounds in vn mode.
- Added an optional 'relative' mode to the player teleport command.
- Added the "map quickreturn" command to return without interrupting player input, allowing bound scripts to be retriggered while held, and avoids player slowdown when activating a trigger.

And... I think that's everything.
The manual has been updated to include these latest changes, so make sure to check it out.

I'd love to hear what you plan on making with these new additions.
Sniper rifles? Energy weapons?
Spinning bullet-hell enemies?
Non-euclidean geometry?

See you in the next one :)

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Comments

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wow this is amazing updates so much thankyou

(+1)

Thank you SO MUCH for your hard work! 🙏 ❤️