Hey everyone. Yes, I know it's been years. :P. I somewhat lost interest in the project, and moved onto other things. However, I was contacted recently by some people wanted to use it seriously, but were encountering problems with it.
With their bug reports, I returned to the project briefly, and have fixed the most glaring memory leaks and crashes. I also fixed some of the shape uploading, which it turns out hadn't been working at all. I've actually procrastinated a bit in making a news posting about it, but better late than never.... read more
Hi everyone. Just to let you know that I'm back to working on U6Edit again. At the moment, I'm concentrating on Martian Dreams. Since the Nuvie team hasn't yet cracked all the file formats, I've spent the last week working on a disassembly of the game executables to figure out the .lzc file format. I've almost on the threshold of understanding the files - I've disassembled the code responsible for loading in the header information for a file; now I just need to locate the actual compressed stream reading code and link the two together to understand them both properly.... read more
I'm still working on the optimisations - I'm now currently working on the theory that if I change the tiles back to pixel based (as opposed to paletted based), it will reduce resource usage and improve speed. Initial tests are going well; I still need to do some work on the map display component, though, to get it to properly used the tiles when they're no longer paletted.
Announcing a new version I'm hoping that someone experiencing problems with the editor will try - run the editor from the command line with a /debug parameter to turn on extra debugging. Then try an operation that generates an error. A log file will be generated - zip it up and attach to a bug report. It should help me to narrow down which part of the engine is causing the problem; hopefully, from there, I can concentrate on optimising the offending code.... read more
I've re-enabled all the remaining actor slots up until 255. I've also added a new facility to increase the number of portraits, so that in theory the new actors can have their own portraits. I say in theory because Nuvie currently won't support them - it jsut won't display any portrait, and the original interpreter will simply crash.
This means that any game modification that uses the "high-end" actor positions will have to be Nuvie only. ... read more
Hi everyone,
Just posting some news that I've completed (more or less) the project I had to do for work - the one that required me to work late at nights, and on weekends. As you can imagine, what little time I had left was normally devoted to driving home and immediately collapsing into bed. :)
So now I'm back to the project. There are some further possible intensive work projects on the horizon, so I'm going to try and get as much done as possible whilst I still have time. Right now I'm in the middle of optimising the in-memory storage of graphics, which was fairly wasteful in the original version, and likely the source of problems many people had running it.... read more
This is a quick news note to announce the commencement of the SourceForge hosting of the U6Edit project. I'll like to take this oppurtunity to make a few notes about the editor:
- This is only an initial release of the editor. I've had some feedback that the editor is *very* resource hungry, and tends to fall over when it does run out of resources. I'll be working on this as a top priority, but for now just be aware that the editor may crash, and corrupt your U6 data files... read more