Tuesday, April 14, 2015

FMod - Availability Tweaks

I continued testing the changes made for v2.5.1 and discovered some issues with the modifications to the New Project Wizard.

First, the checkbox that causes the graphics loader to use the game's default EgaDict was showing up usable even if the template selected did not include a default EgaDict. (The BioMenace ones, for instance.) The fix was the addition of one line that sets the Enabled property on the checkbox to whether DefaultSet is non-null.

It also turned out that the MapHead tileinfo detection didn't work unless the Abiathar executable was actually in the same directory as the MapHead. There was no crash (I had a fallback to the default choice of loading tileinfo from a separate file), but it was still a bug. The fix was a Path.Combine between the MapHead name and the depsfile directory.

I still need to make sure all this stuff works when editing an existing project, but other than that, v2.5.1 is just about ready to go out the door.

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