If DISE is stuck trying to update, run this command in Command Prompt.

Sunday, October 30, 2011

Release: Alpha 23 (fixes a serious bug)

This release is only meant to fix the bug present in alpha 22, which deleted all of your backups and then crashed, if you deleted backups manually and then let DISE overwrite your old backup(s).

Just to humor you, I'll explain the problem. :)

The buggy code:

// How many do we need to delete? Make room for the new backup
unsigned deleteCount = (backupFolders.GetCount() - maxBackupCount) + 1;

First, I missed "int" after "unsigned", but that that's not the problem (does not matter in this case). Let's say we have 10 backups, and the max is 10. After deleting 3 manually, we have 7 backups left. This is the simple math:

// How many do we need to delete? Make room for the new backup
unsigned int deleteCount = (7 - 10) + 1;

Normally, deleteCount would equal -2, but since deleteCount is so-called unsigned, it can't have negative numbers. Instead, deleteCount equals 4294967294. That's why DISE crashed. It tried to delete 4294967294 backups! (; -_-)

Anyway, I fixed it, so please get this release instead of the last one. :)

What's new?
  • Fixed a bug present in alpha 22, which deleted all of your backups and then crashed, if you deleted backups manually and then let DISE overwrite your old backup(s).

Release: Alpha 22

With this release, I hope to make some things a lot better for you all! Mainly a much improved backup system and more choices for you!

Based on my last poll, both category lists can be either restored or reset on restart, and since more people voted for "Reset" than "Retain", resetting is default.

You can now either keep an unlimited or limited amount of backups, as well as automatically overwrite the oldest backups (if you have a limit).

Backups will be stored in <your chosen folder>\<game-save file name>\<date & time>.
The date/time format is yyyymmddhhmmss.
Example: C:\saves\my_backups\save_0.sav\20111030200344\save_0.sav
In this case, it's Oct 30 2011, 20:03:44.

Please check it out and let me know how you (dis)like it! :)

Big note
Edit 2:
Okay, after more testing, it seems like the bug is serious after all. Deleting several backups manually causes DISE to delete everything and then crash. Please just jump down to --- End of big note ---.

I wrote the big note as quickly as I could, without testing this properly first. After giving it a little more testing, it seems like the bug isn't as serious as I thought. After trying it again, it didn't delete all of my backups, nor did it crash after deleting a a few backups. However, it did crash after I deleted all of my backups manually and then chose Yes. If you give this some testing, please let me know how serious it is.

Actually, I couldn't understand why DISE would delete all of the backups, so maybe I simply deleted them all earlier either intentionally or accidentally, and chose Yes. My short term memory can sometimes be, well, short! ┐('~`;)┌
--- End of big note ---

I found a serious bug, but it's easy to avoid. If your backup limit is reached, don't choose Yes to overwrite your oldest backups if you already deleted some manually! It will cause DISE to delete all of your backups and then crash! If you deleted your backups manually, choose No.

What's new?
  • Improved backup system.
  • More user preferences that you can set.

Please see the big note first!

Saturday, October 29, 2011

Preview: Alpha 22

More choices for the user is being worked on for this release. Regarding the categories, I think I can say that the people have spoken; they want more choices! :)


Friday, October 28, 2011

Release: Alpha 21

I've been working on retaining user preferences for this release, but I have also been struggling a lot with canceling syncing (bugs in wxWidgets or its documentation, mulithreading + race conditons, etc). Maybe that technical stuff isn't very exciting.

Anyway, I'm having some trouble with a decision, and you'll be able to help me! Do you think that your selections for the inventory categories should be saved and restored after restarting the editor, or should it be reset (to All)?

Thanks for your vote! :D

Retain or reset?


What's new?
  • Implemented user preferences.
  • Steam Cloud sync confirmation box when saving.
  • Steam Cloud syncing is now enabled by default (but you must confirm, at least once).
  • Fixed the sync process hanging when trying to cancel it, which caused Steam to tell you to close the game when closing Steam.
  • Some other UI changes/improvements.


Wednesday, October 26, 2011

Release: Alpha 20

A basic feature that people have been waiting for, is now here. :) Browsing available weapons and other items should be easier with the categories implemented. :)

What's new?
  • Implemented categories for available inventory items.
  • The "Quick slot" column in your inventory has been moved and renamed to "Q", to free some space.


Tuesday, October 25, 2011

Release: Alpha 19

What's new?
  • Added blueprints from game update 1.3.0 (listed below).
  • Improved compatibility with unknown collectible items.
  • Added a basic feature to add unknown collectible items (useful for testing).
  • Started implementing "Preferences" (it's not actually functional yet).
  • Some UI changes.

New blueprints
  • Assasin's Poison Mod
  • Bleed Bomb
  • Juggernaut Gauntlets Mod
  • Hot Rod Mod
  • Heavy Duty Mod
  • Medieval Mod
  • Pick-a-choo Mod
  • Shocking Sledge Mod
  • Justice Mod
  • Gordon's Revenge Mod
  • Bloody Mary Mod
  • Police Brutality Mod
  • Devastating Home run Mod
  • Shredder
  • Bluntly shocked Mod
  • Taser
  • Wolverine's Claws Mod


Advertisement(s) (update)

Okay, please don't freak out because of the ads. I don't like this either. Popups and everything. Nasty! Please hold on while I fix it!
Also, does my blog load horribly slow now? (after adding the ads)

Changed my mind. Had a bad feeling about those anyway. Ad-free again for now. (yay, I don't love ads either)

You probably noticed it by now. Yes, it's up there! Is it cool or not?

I don't want to annoy you with advertisements, so I try not to. Maybe it's better to keep it on the right side, tucked away. Ah, but then I earn nothing. :(

At least there's one good thing: I don't like coffee but I'll drink it for the money I earn from advertisements, so that I can keep working. :D

I'm using adBrite, in case you were interested. :)

Er.. I just learned that I can't use adBrite with a free blog... Must think of something...

Monday, October 24, 2011

Release: Alpha 18 (with Steam Cloud sync)

Big note: Whether you experience trouble or not with this release (regarding syncing, perhaps), such as losing progress like trollguy here, please either comment or send me an e-mail!

The next version if finally here, and it comes with some cool stuff, mainly Steam Cloud syncing!

This means that you should have no more "corrupted" game-saves, no more having to close/restart Steam, no more trouble! :D At least that's my intention, but as always, please send me some hate-mail for whatever reason you have! :)

What's new?
  • Steam Cloud syncing (sync-on-save or on-demand). Auto-sync disabled by default for now.
  • Updated item texts.
  • Fixed a bug which caused a crash when opening more than one game-save in one session.


Saturday, October 22, 2011

Steam Cloud support in DISE

I have been playing a bit with Open Steamworks, so that I can perhaps implement automatic sync'ing of your game-saves. If it all works out, you should (hopefully) have no more problems with "corrupted" and missing game-saves with Steam! The first tests look promising! :D

Friday, October 21, 2011

Release: read_profile beta 2

After receiving a file, I confirmed a data type to be a wide string, so I have updated this tool to support it.

By the way, this is a console application, so it's meant to be run via the command prompt. :)


Release: Alpha 17

Some fixes and some new things! I think what you'll find interesting is the recovery feature this time, since it's a little better. All of your (salvageable) quest progress will be recovered. It doesn't check the quest tree and try to recreate earlier quests you have completed. I am not sure if it's needed either, but I still think that it would be ideal to do it somehow.

While working on this release, I learned that the new update (1.3.0) has increased the character level cap to 60 as well as added new collectible items/weapon mods. I'll try to add those (collectibles) in the next release.

I have done some testing preior to release, and would like to do some more, but I really wanted to release before resting (and it has been a long day, night and morning now).
( -_-)zzZZ

As always, please let me know if you experience trouble with the editor. :)

What's new?
  • Recovers your quest progress (at least what's possible to recover).
  • A bunch of internal changes
  • Fixed a bug where the mods/collectibles didn't get cleared when loading a new game-save
  • Added Windows UAC shield icon to "Update Now" button
  • Fixed a couple memory leaks related to auto-update
  • Fixed unknown items not appearing in the inventory
  • Added more items
  • Updated characters' level/XP in accordance with the new game update (1.3.0)
  • Improved some compatibility with 3rd party mods and future updates (collectible items/weapon mods and character level/XP). Please note that my editor was mainly made to work with a vanilla copy of the game, but I do plan to improve it
  • Added "Clear selection" to the context menu for inventories
  • Spin controls updates value (item quantity, cash, ammo, etc) immediately when clicking the arrows
  • Minor UI improvement

Wednesday, October 19, 2011

Preview: Alpha 17 (rescues your quest progress)

I'm working on a nice feature for this release, mainly recovering your quest progress instead of replacing it all with a fresh one or copy it from another game-save. Of course, only the salvageable data can be retrieved, so you will still lose quests, just not everything! :) Exactly how much depends on how much is actually in the file.

Release: read_profile beta 1

Update: I guessed that one value type was "wide string", but since I wasn't sure, those values can't be read correctly. Now that I have confirmed it, I'll release beta 2 after fixing it! :)

An addition to my internal research tools is the read_profile tool, but why not just release it to the public in case someone can have fun with it, or just to have a better view of the file? :)
Maybe someone else did it already (I have no idea), but here you go anyway!

It can output to a readable ("pretty") format, and CSV so that you can perhaps import it into Excel if you prefer.

You can easily save the content to a text file like this:

read_profile csv>csv.txt

Note: It can only read the file, not change it.


Reads Dead Island profile (.pro) files.

Version: beta 1
Author: Steffen L

read_profile <input file> [format]

Formats: csv, pretty (default), pretty2
Sample output
C:\Program Files (x86)\Steam\userdata\xxxxxxxx\91310\remote\out\profiles>read_profile
L_GameVisibility: 1
L_GameVisibilityArea: 1
L_PublicSlots: 4
L_PrivateSlots: 0
L_VacSecured: 0
L_MRedXp: 0
L_MBlueXp: 0
L_Team: 1
L_MpChrB: 8
L_MpChrR: 18
L_MpSkinR: -1
L_MpSkinB: -1
L_Difficulty: 2
L_MpMode: 5
L_MpPublicSlots: 12
L_MpPrivateSlots: 0
L_MinPlayersToStart: 6
L_MinTeamPlayersToStart: 6
L_MpTDM_SL: 75
L_VoiceChatEnabled: 1
L_MpWLife: 0
L_MpWTraffic: 1
L_MpTLimit: 900
L_MpMap: 0
L_MpScenario: 0
Character: 3
CC_Count: 4
30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 08 00 00 00 04 00
00 00 01 00 00 00
CE_Count: 0
LPP_Count2: 0
LastSave: "save_0.sav"
SaveSlots_Count: 1
00 00 00 00
GameFinished: 0
GameFinishedAnnounced: 0
TutorialFinished: 1
FirstJoinAnnounced: 0
Dlc_Count: 1
02 00 00 00
ArenaIntroShown: 0
RunTime: 12960124159
Stats_CRC: 337241572
27 00 00 13 00 00 00 00 28 00 00 13 00 00 00 00 40 00 00 13 00 00 00 00 41 00
00 13 00 00 00 00 42 00 00 13 00 00 00 00 43 00 00 13 00 00 00 00 26 00 00 13
00 00 00 00 27 00 01 13 00 00 00 00 28 00 01 13 00 00 00 00 40 00 01 13 00 00
00 00 41 00 01 13 00 00 00 00 42 00 01 13 00 00 00 00 43 00 01 13 00 00 00 00
26 00 01 13 00 00 00 00 27 00 02 13 00 00 00 00 28 00 02 13 00 00 00 00 40 00
02 13 00 00 00 00 41 00 02 13 00 00 00 00 42 00 02 13 00 00 00 00 43 00 02 13
00 00 00 00 26 00 02 13 00 00 00 00 27 00 03 13 00 00 00 00 28 00 03 13 00 00
00 00 40 00 03 13 00 00 00 00 41 00 03 13 00 00 00 00 42 00 03 13 00 00 00 00
43 00 03 13 00 00 00 00 26 00 03 13 00 00 00 00 25 00 00 13 00 00 00 00 44 00
00 13 02 00 00 00 45 00 00 13 00 00 00 00 1b 00 00 23 f0 42 18 00 00 00 00 00
47 00 00 13 00 00 00 00 48 00 00 13 00 00 00 00 49 00 00 13 00 00 00 00 4a 00

Tuesday, October 18, 2011

Release: Alpha 16

A new version, with new and cool stuff. :) Bugs as well! :D There's one I need to track down. The crash happens when you close the editor sometimes. If you are able to reproduce the problem, please let me know! Of course, please also let me know if you see other strange stuff happening. :D

What's new?
  • Implemented weapon mods/blueprints, ID cards, news and tapes
  • Implemented item categories (for inventories)
  • More game-saves should load now (there was one unexplored area)
  • Changed "Dmg/For" to "Level" (it just seems more appropriate, even if it's still not just right)
  • Enable changing level and dur/han for all items
  • Fixed value being set to minimum for spin controls when exceeding the max (signed integer) value of 2147483647
  • Minor fix

Preview: mods/blueprints, ID cards, news, tapes (update)

As promised, I am now working on this. I hope you like the design so far! :)

Update: Works now! :D

Monday, October 17, 2011

Game-saves sometimes still corrupted after fixing

Some game-saves may not be fixed properly with the editor, because of how the game sometimes seem to close up a broken section as if nothing was wrong (and the rest of the sections are missing). It makes my editor believe that it can restore more than it actually can restore, and your corrupted game-save will still be corrupted after "fixing".

In the case of quest progress data being broken, and the game-save making my editor believe that the quest progress data is not broken, this can only be fixed by validating the quest progress data (and not just the whole section's size). I hope it makes sense.

I just wanted to give you a heads-up, and of course, I intend to do improve this. :)

Preview: Item categories

I decided to work on this as well, since it has mostly been there without doing anything. Mostly working now! :D

Sunday, October 16, 2011

Release: Alpha 15

Finally! Lots of trouble on the way, but efforts usually pays off eventually. It just takes some time. :)

Please let me know how you like the way I implemented quick slots. :) Ah.. I just noticed that it says "MyLabel" in there. Oh well, it's no biggie. :)

The update process is still not what I intend it to be in the end, but it's an improvement (for now).
My new domain name and web hosting is also up and running.
I'll eventually remove support for the old update method, but older versions should still find updates for a little while longer (just want to give people a chance to update).

What's new?
  • Improved typing numbers into spin controls (cash, ammo, etc)
  • Quick slots are implemented
  • Clone items in inventories (hold Ctrl while dragging and dropping) (only one item at a time for now, and no reordering of items yet)
  • Improved updating process

Alpha 15 delayed (silly problems solved)

Update: Poco::NamedEvent solved all of my problems. :D

This post is mostly about C++, the boost library, named mutexes and wxWidgets.

I often find myself having stupid/silly issues when writing code. This time, boost::named_mutex doesn't seem to work with wxWidgets or something, but works without wxWidgets. Perhaps it's something else, I don't know.

I posted my problem on StackOverflow, so if you know anything about this, I would appreciate whatever help I can receive to just get this job done and release alpha 15. :D

New in alpha 15 (when I solve that problem):
  • Improved typing numbers into spin controls (cash, ammo, etc)
  • Quick slots are implemented
  • Clone items in inventories (hold Ctrl while dragging and dropping) (only one item at a time for now, and no re-ordering of items yet)
  • Improved updating process

Friday, October 14, 2011

Easier method to find sections in game-saves

If you use Hex Workshop (like I), you can use my bookmarks. It locates and highlights sections 65 to 69 (hex) or 101 to 105 (dec). Just click on the section you want (in the list in the bottom-right corner).



Thursday, October 13, 2011

I'm home!

Thanks for your patience! My trip back home wasn't problem-free, and I'm home a day later than planned, but I'll spare you the details. I'll be ready to make some extra efforts after resting. :D

I have started implementing quick slots (so that you can (un)assign weapons). It has taken time to figure out exactly how I should do it, since I want it to be good and easy to use. I've been doubting my original design, but I'll give it a try anyway and ask you all how you like it. I also started making it possible to clone items in your inventory and re-order them. :)

Tuesday, October 11, 2011

Release: Alpha 14

Well, this is rather embarrassing... It's about the game-save "fixing" feature. All my testing prior to release showed that it worked fine. Then I learned that it didn't, and it was my fault as well (nothing appeared to happen in the editor). Well, I have now changed "return false" to "return true" in my code, and voilà! A brand new release!

I have conveniently "disabled" the auto-update popup (it still connects to the internet to check for updates) until there's something new and cool in the editor, because I'm too embarrassed to let you go through the download/manual update process too often.

I'm in the process of ordering a domain name and web hosting, so that I can provide a better updating process. :)

If you don't mind too much, I would like to put up an advertisement on the blog, to help finance that.

What's new?
  • "Fixing" game-saves actually does what it's supposed to do now.


Release: Alpha 13

I'm releasing this one because someone had troubles with a game-save loading in the editor.

Sorry for any inconvenience, since this update probably may not do anything new for most people.

Since the 1.2.1 patch is out for the game, I'll get my hands on it and do some research on new game-saves so that I can support those properly (if not already supported).

Oh yes, I also forgot to mention why it's possible to select Ryder when changing the character/type class. I didn't read any official statement regarding Ryder, but from what I found in the game's data files, it appears like Ryder will be available in DLC1.

What's new?
  • Not much but more game-saves should load now if they have the same (unknown) information as the other game-save had. :)


Monday, October 10, 2011

I may be unavailable

I may be mostly unavailable for the next 1-3 days. My vacation in Japan is over, and I'm going home to Norway. :)

Release: Alpha 12

I tried to research how weapon level/damage/force/etc. works, but I haven't completely figured it out yet (I think). You can experiment with the values, and you'll get the result you want eventually. Somehow, it appears like damage and force is controlled by the same value, which again controls the weapon's level, prefix (Flimsy, Crippled, etc) and value). Durability and handling also appears to be controlled by the same value. Higher value is not always better (it's kind of random), even if the level will get higher eventually when you increase the value for damage/force. Maybe I need to have another look at it. Anyway, I also learned that by playing with the values, it's possible to make the condition indicator disappear. Maybe it means that the weapon can be made unbreakable this way, but I haven't tested it. :)

Oh yes, and you can change your character type/class now, but I will consider it experimental for now, because I am not sure if there are any character-specific values that should be changed (apart from the skill tree.) :)

One last thing: The inventory lists are a bit crazy, but you should be okay if the first item you select is one of the items you want to do something with (change something).

What's new
  • Change weapon level/damage/force and durability/handling (sorry, it's really not good, but hey, it kind of works with some fiddling).
  • Change your character type/class.
  • Small changes here and there. I hope I didn't make things worse!


Saturday, October 8, 2011

Release: Alpha 11

A bit more cool feature this time!

What's new?
  • Can now (partially) fix your corrupted game-save (using a new one)! It's basic for now, but it's the same as in my tutorial. :)


Preview: Alpha 11

I'm implementing a feature for fixing game-saves. It should be ready in alpha 11. For now, it will try to fix it by using the same method as in my tutorial. :)

Release: Alpha 10

What's new?

  • Easily set items' quantity. Select whichever items, make your change and hit enter. Not perfect yet, but hey, I think it's something that should have been there long time ago! :)



Release: Alpha 9

Sorry, no big changes in this version, but I came to realize one thing... It's kind of annoying having to check my blog every time for updates, isn't it? At least I would think so!

That's why I release alpha 9 now. :)

What's new?
  • Checks for updates automatically (once on app startup). No option to turn it off yet, since I just hope to make your lives a bit easier first. If you're paranoid and you don't like it, please block it with a firewall (I use Outpost Firewall Pro, but it's not free). That way we'll also see what happens when checking for updates fails, perhaps. :D


Friday, October 7, 2011

Release: Alpha 8

Phew. After some silly problems (with moving items between lists), as well as changing a few internal things, I guess it paid off in the end. I just hope that I didn't break something important. :)

What's new?
  • Some UI changes, as well as other things for the future.
  • Jin's inventory is separate from your own inventory now. Just click inside the inventory list you want to add an item to (however, adding items is still experimental).
  • Move items between Jin's inventory and your own. Currently just one item at a time. It's not perfect yet, but it appears to work, for now. :)


Wednesday, October 5, 2011

Preview: Alpha 8 (update)

Just wanted to show a preview of the upcoming alpha 8 before I allow myself some rest. :)

Update: I've spent too much time on a silly problem, but I finally got it. :)

Found: Blueprints, ID cards, news and tapes

I have the IDs for blueprints (weapon mods), ID cards, news and tapes now. Mapping IDs for blueprints to their real name manually, so it's a bit time-consuming! :)

You can expect to be able to add/remove those in a future version of the editor! :)

Tuesday, October 4, 2011

Tutorial: Fixing a corrupted game-save

Cool update:
The editor can now fix game-saves using the method I explain here. :)

Cooler update:
The editor can now recover all of your (salvageable) quest progress! :)

Update 2: I tried reducing the size of the text boxes, but now they're too small. I'll make some time to make the images more clear (crop them to make them larger) soon. Please bear with it for now, but please let me know if it is hard to follow the tutorial.

Update 3: I'll try to figure out how the quest progress data works when I have time, so that you're less likely to lose all of your quest progress, or at least less likely to get stuck without being able to do any quests. I realized that even if your save works after fixing it, maybe your current location could prevent you from completing earlier quests (since your later ones were cleared). In that case, maybe simply changing your spawn point could help. Of course, I'll implement that in my editor some time as well.

If your game-save was corrupted for real (because you had too many items in your inventory, perhaps), chances are that you will lose some data, and especially your quest progress. If you want to try fixing your game-save manually, I'll attempt to explain what I have been doing. Sometimes, the result is very successful! Note: This tutorial is now considered outdated until I update it!

You'll be able to try this by yourself with a game-save I made. In the end, you should have a working game-save (even if quest progress is lost).

If you simply want to see that the game corrupts your game-save, you can download the game-save, load the game, then quit the game (to save). You should then have the same corrupted game-save as you can also download here.


What you need

  • Hex editor (I use Hex Workshop, but there are free alternatives)
  • Corrupted game-save
  • gzip (de)compressor (7-Zip)

Make a backup copy

You probably know this already, but please backup your game-saves as well as your corrupted one, just in case. :)

Let's get started!

The game-save is compressed with gzip, so you need to extract the file inside. If you use 7-Zip, you should be able to simply right-click the .sav file and extract it.

Now that you have your save_0 file, it's time for some hex-editing!

The hex editor


Here we have the hex editor with save_0 loaded and ready. Make sure to use Little Endian byte order (1).

Find the right offset

Note: If you use Hex Workshop, you can now use my bookmarks to make it easier to locate sections. Please find it here: Easier method to find sections in game-saves



Note the section size (AF 00 00 00 as hexadecimal, or 175 as decimal). If you use the hex value, you have to swap/reverse the byte order. It means that AF 00 00 00 backwards, becomes 00 00 00 AF, and you can remove the leading zeros so that you have just AF in the end.


Skip the selection, so that the caret is on the right place where we'll jump from (1). We'll jump from the current position (2). As you saw in the last step, the decimal (3) value was 175 (4). You can choose "Hex" as well and just type in "af".


We land on the next section. All of the player state data is stored here. We'll skip this section as well, so do the same as in the last step.


We are now close to the end of the file, and this is also where the problem usually resides.
If you're not on section 67, then this tutorial will unfortunately not work for you, as the player state data is also corrupted, and requires a lot more work to repair. :(

You can try to skip this section as well. If you end up on section 68, then you're lucky, and your quest progress should also be salvageable! In this case, we end up at the end of the file, so parts of the data about quests is missing. You may not even be able to jump to that offset, and your quest data is damaged in this case as well.

Section 67 stores main/side quest progress. The first uint32 value (1) in this section is the size of the (only chunk of) data in this section. The size is 385 bytes, however, the file does not have that much more data. It's gone! :(

If you skipped this section and ended up on section 68, please work with it instead of 67 from now on.

Make a new game-save

Update: I came over someone saying that you should start the game from an earlier chapter. I have no idea at the moment.

Start a new game from the same chapter as you were on (maybe it makes a difference, or maybe not), and then quit the game. We'll copy data from this new game-save, so please extract the new .sav file and open it in the hex editor. Please don't lose track of which file is the old and new one.

Fixing the corrupted game-save


Delete this section from the corrupted save (remember to work with section 68 if you have it, or even 69 if you're that lucky).


Switch to the newly made save-game and locate the same section.


Select and copy everything in the file from this point and onwards.


Switch back to your corrupted save, then paste at the end of the file. Save it and then re-compress it (name it save_0.sav, and remember to use the gzip format).


You can now try the fixed game-save in-game, and sell the items you don't need. Alternatively, you can remove items with the editor.

Steam and disappearing or corrupted saves

I updated my method to sync your game-save, and this should hopefully work for you as well!

Please have a look:

Release: Alpha 7

I planned to complete more features in this version, but since it shouldn't be completely bugged, I'll just release it now and finish the other things in alpha 8! After all, I wanted to release early. :)

Please note that Jin's inventory, quick slots and item categories have no function yet!

What's new?
  • Option to change your health.
  • Change character level directly.
  • See how much XP you need to level up.
  • All items in the inventory should now be displayed a bit more properly and you can edit them all (including modded weapons). Thanks to Peter, who confirmed that one set of items were actually Jin's inventory (items had the number "1" before, in your inventory), they will be in a separate list in the next version (for now, just removed from your own inventory).
  • Your level is now calculated from your XP in the editor (mostly just visual).
  • New items' condition is set to 1000 (so that they are not initially broken). I haven't tested this much yet, but it seemed to do something. :D
After some testing, I learned that I couldn't level-down from a high level to a low level (49 down to 10). It stopped at level 41. It would be interesting to figure out if there's anything that can be done about this. :)


Monday, October 3, 2011

Alpha 7 progress (update)

While I work on alpha 7, I would like to show you a small preview of what you can expect in the next version(s). :)

The first 3 changes have been completed!

Planned changes
  • Option to change your health. Done
  • Changing level directly works (XP changes automatically). Done
  • See how much XP you need to level up. Done
  • Maybe items added to your inventory won't be broken (haven't tested yet).
  • Jin's inventory is separate from your own inventory.
  • Perhaps move items between Jin's inventory and your own?

Sunday, October 2, 2011

Release: Alpha 6

Some more basic features are implemented now.

  • Inventory
    • Items' upgrade level can be changed (still not for modded weapons, though).
    • Easily upgrade all items with a single click.
    • Exclude "Fists" from the list.
    • Ctrl+A selects all items.
    • Some UI improvements


Saturday, October 1, 2011

I'm on Twitter now


I'll post there whenever there are releases and perhaps also important things about my editor. :)

You can also use one of these newsfeeds: