Version 1.9 Changelog
Update time again :)
New things
- Added checkbox to allow decorations to be deleted when destroyed.
- Added the enemy-barrier modifier, allowing you to prevent enemies from crossing an invisible barrier.
- Added the ability to change random weapon damage (damage will be RANDOM(damage-randomDamage,damage+randomDamage))
Setting it to -1 will result in the old behaviour.
- Added rgba color pickers for pickup and damage indicator flashes to the game info configurator.
- Added script command to add/animate hud images
- Added the "player weapon holster" command to force the current weapon to be holstered without removing it.
- Added the "player check position" command, allowing you to get the player's precise location from a script.
- Added initial support for video playback.
This allows you to have animated menus and cutscenes without a huge impact on memory or loading times.
It currently uses a very naive method, and doesn't support audio, but this will be improved with future updates.
You'll need to use an external tool to convert your video to a supported .vid file.
-Added the experimental ability to run a looping script in the background.
If you have a mapname_loop.script, it will run continuously in the background while you're on that map.
For now, I don't recommend using this in any games you're about to release. It's more like a public beta test.
This feature may be changed, or run at a fixed time interval in a future update.
If you try it out, let me know if you experience any issues or if your game has a noticable performance impact.
Bug fixes and general improvements
- Custom modifier values can now be edited without clicking the adjustment buttons.
- Custom tile shape visibility/collision can now be changed from the editor, instead of requiring manual file editing.
- Made it possible to edit HUD.dat while the editor is open.
- Player height can now be adjusted in the player configurator.
- Replaced the color selection dialogues, using this free library. Let me know if you like it or not.
- Improved save file contents (weapon stats, player settings, gravity and projectiles are now included)
This breaks compatibility with old save files. Loading a save file created with an earlier engine version will crash your game.
- Fixed a bug that could cause triggers to be removed when activating a sound trigger.
- Restored the model delete buttons in the model configurator.
- Fixed culling issue with cube skyboxes (screenshots before/after)
- Projects can now be opened by double-clicking their name in the project list.
- Made the LASTDAMAGE value more accurate for multi-bullet weapons.
- Fixed an engine crash when a door is placed on an empty tile.
- More editor crash fixes relating to files with spaces in their names.
- Fixed an editor crash that would occur when importing system resources (menu images, etc..)
- Improved the stability when loading invalid or corrupt project files.
- Added dialogues offering to reset any discovered project issues.
- JUMPIFNOAMMO now handles negative ammo values if you somehow messed up your ammo count
- Spaces are now removed from filenames when importing map sounds, avoiding another potential editor crash.
- Fixed a bug preventing the player from walking on invisible tiles.
- Fixed a bug that would prevent the "Fullbright Projectiles" setting from being loaded properly.
- Fixed missing save slots *asterisks* in built games.
- Fixed a bug causing weapon position/scale to change when player height was changed.
- Fixed a bug that would prevent 3d models from being updated when they were reimported.
- Fixed 3d weapons clipping through walls.
- Fixed a bug that could cause level geomtry to be rendered with a different 3d model's texture.
- If any menu images are missing, the engine will now use a darkened copy of the main menu image, or a completely black image if the main menu image is also missing.
If you're using a video for the main menu, this will allow you to keep the video playback state across all sub-menus.
I think that's everything.
Let me know what you like/dislike about these changes, or if this update causes any bugs or performance issues for you.
There's still a ton of great ideas and suggestions I'd like to work on, sorry if something you've requested didn't make it in this update.
See you in the next one :)
1.9.1 changes:
- Updated inaccurate manual description for "player weapon holster"
- Fixed muzzle flash issues for 3d weapons.1.9.2:
- Actually fixed muzzle flash with 3d weapons
1.9.3:
- Fixed a bug in the scripting engine that could cause comparisons to fail
1.9.4:
- Fixed some crashes and bugs in the save/load system , and made sure the "game save" command isn't exceuted before any entity/spawn commands if it's not supposed to.
1.9.5:
- Fixed a bug that caused custom modifier length to be locked to width for all shapes
- Fixed a crash when clicking delete on an empty 3d model
Get Easy FPS Editor CE v1.10.5
Easy FPS Editor CE v1.10.5
A free tool for creating oldschool FPS games
Status | In development |
Category | Tool |
Author | CG8516 (Clark) |
Genre | Shooter |
Tags | 3D, editor, First-Person, FPS, Game engine, Retro |
Languages | English |
Accessibility | Configurable controls |
More posts
- Bleeding Edge BuildsMay 28, 2024
- Version 1.10 changelogMar 16, 2024
- Version 1.8 ChangelogFeb 24, 2024
- What's Easy FPS Editor CE?Feb 19, 2024
- Version 1.7 Patch NotesFeb 19, 2024
Comments
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I tried some interesting settings, changing the enemy's damage value to negative will increase the protagonist's health, but it seems that it can be infinitely increased. Can you increase the health by the maximum limit?
Can HUD's mag and max's amo text be changed to the same size, or can the mag text be larger than max?
This is amazing loving the updates and true we cant get all the updates at once.You doing amazing work...happy added player height control and able to change damage color and item collects flash, ability to design hud to display is a major upgrade for design as an artist and finally video coming is topnotch! above all loop script that was something was looking so forward to!
This is going fast, I'm very glad that this engine revived