Releases: inkyblackness/hacked
v1.11.0 - New features
@jramstedt provides further features, see #70 and #72 for further details.
Thank you for the contribution!
v1.10.1 - Fixes
This release contains some fixes:
- @jramstedt with #67 fixed parameters for panels
- The MS Windows release packages of
v1.9.0
andv1.10.0
missed some necessary.dll
files. This bug in the build script has been fixed, the necessary files are present again in the archive.
v1.10.0 - Rare object properties
Thanks to @jramstedt , some rarer object property use-cases are now uncovered and possible.
v1.9.0 - added "light delta" tile properties
Based on #60 , the possibility to modify the light delta values for floor and ceiling of a tile has been added.
This supports the dissection and recreation of scenes like the "death trap".
v1.8.0 - Usability features
Slow and steady further usability features are implemented. This time the following:
- Render performance has been increased. While the app still quite heavy regarding GPU-use, the framerate has been increased compared to last version (Note: It is capped at 30fps)
- secondary mouse button on the map now opens a context menu. It is still possible to place a new object with this button, by holding
Ctrl
at the same time. There are plans for this context menu - In the Level Object view, the dropdown for the new type now shows the corresponding map icon, giving a hint how the object looks.
- Also in the Level Object view, the rotation sliders provide popups to show a circle. Still not perfect, sadly.
v1.7.0 - Project files and variable descriptions
Another usability release, this one contains the ability to save and load projects.
The previous release introduced the concept of restoring the list of resources and mod directory, now this selection can also be stored as a dedicated project file of type .hacked-project
.
As long as the current selection is not stored as a dedicated file, the state will be stored centrally. Otherwise, the central settings file stores a reference to the last project. See also Restore Editor on Load.
Furthermore, as a first showcase, the project files now also support storing meta-information of variables, which can be edited in the Archive
window! See Variables for further details.
Finally a minor change also allows for manually entering values for slider-based controls. See here for details.
v1.6.0 - Persisted editor state
This release is one of the usability releases, intended to have more to follow now for a while.
With this version, the editor state is stored upon exit and restored upon startup.
This includes:
- Window position/size
- Active mod and static assets
- Editor window visibility
- Currently selected level
The File
menu now also offers two more options: New Mod
and Save mod
, with corresponding keyboard shortcuts inclusive.
The status files are stored in the user's configuration directory. More details in the Wiki.
v1.5.0 - GameState editing
This release provides the following features, based on GameState editing, available in the Archive
window:
Overrides for new games
Set overrides for new games! Supporting engines allow to change where and how the protagonist starts in a fan mission.
Not only can the starting level, position, and rotation be specified - even the whole inventory, as well as the initial values of game variables!
This allows more freedom for fan missions, as well as special cases of "New Game Plus".
For the latter, there's even a showcase template over at the mod-examples to get started.
Read more about this here.
Note that this is only availble for supporting engines!
Savegame editing
It is now also possible to load a savegame file (savgamXX.dat
) as the active "mod".
This allows to give struggling players a hand, both in terms of current state of the protagonist (Low on health and an Autobomb is right around the corner?) - as well as finding out whether another case of "lost plot items" struck.
As a savegame is a regular archive, the level structure itself can also be modified.
The savegame file needs to be loaded directly (not via a folder) to work - see here.
Other
Also included in this release is the capability to load the sshock.kpf
file from the source port as static resource data. For some time now, the source port distribution contains all the resource files packed up in a compressed ZIP archive. To make it easier to load these resources, the list of static resources accepts now also the .kpf
file.
v1.4.2 - Fixed audio log file size increment
A bug was introduced in v1.4.0
which would case files storing the audio of logs (for example, citalog.res
) to drastically in size upon changes - and, in turn, also break all the contained audio.
This has been fixed, audio logs are now in proper size again.
v1.4.1 - Clear/Remove buttons in messages
The messages
window has received a clarification on the Remove
and Clear
buttons, as well as separate ones for the audio section.
This way it is possible to do this separately for the whole message (details and audio), as well as the audio part only.
As a reminder:
- Clear resets the item to an "empty" state in the mod (empty texts, no details, empty audio)
- Remove deletes the data from the currently active mod, letting the original be used again