Sunday, June 8, 2014

FMod - v1.4

It's here, everyone: Abiathar v1.4! The following is my announcement/sales pitch about it on PCKF:

First up, the most awesome feature: automatic patch file creation! Click "Write Patches" under File and Abiathar will generate a patch file (for maphead, mapdict, and tileinfo where appropriate), a batch file, and a CKPatch executable. Don't have an UNLZEXE'd game file? No problem, Abiathar's "Un-LZ EXE" utility, also under File, has you covered! In fact, you can just drag an EXE onto Abiathar and it will un-LZ it.

I also fixed a whole bunch of bugs, including the File Emitter not working at all and the annoying dependence on the absolute location of the file. That's right, you can now work with the same adeps on multiple computers! In that vein, I also made saving files a lot more convenient; Abiathar starts you off in the place containing the resources.

The horror of persist.aconf's Profiles section is finally over! You can now modify editor.aconf, containing view settings, without being overwhelmed by all that other trash, now locked in defaults.aconf. In fact, the entire profiles system is no longer around; those things are now more like templates. To manage them, I added the Template Manager. (Read more about that in the help file if you want.) Unfortunately, this means you will have to create new adeps files, as the format is not backwards-compatible. (Open them up in Notepad and you'll see.) On a positive note, infrastructure is in place so you never have to do that (or replace a deleted-after-update persist.aconf) again!

In the miscellaneous department, there's now a snazzy splash/loading screen that greets you with a random exclamation on every launch. Also, my beta testers get a nice treat; enter a beta key I give you to download the private beta version in question. Finally, you can drag an ADEPS file onto Abiathar to open it without going through File->Open.

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