Version 1.1.11 is out. Besides including files from the 1.1.11 game edition, here's what's new:
- New triggerscript actions for setting ambient light, skybox light and fog, and the internal map name
- The IBT export function now has a filename scheme for versioning and testing
- The 'opt' version of the game exe has a better fly mode, accessed by pressing Delete
- In fly mode, the PrintScrn key takes full sets of screenshots for cubemaps / environment maps
The new triggerscript actions (ab)use the unused "execute command" action to provide new functionality. This is used in T3 Gold 1.4, where the merged mission maps, on all transitions between the two original half-maps, now have a pair of volumes in place which change the internal map name used for looking up the map title, savegame name and loading screen. (Also, original ambient light and fog is preserved but this is hardly noticeable.) See the readme for more.
When exporting a map as IBT, the IBT filename will now be derived from the UNR name by discarding anything from '#' or '@' onwards. This is intended for versioning and testing respectively: exporting SomeMap#17.unr or SomeMap@PortalTest.unr will both produce SomeMap.ibt and SomeMap.gmp, so there's no need for updating Entry.gmp or manual renaming.
Running the game with the 'opt' exe, fly mode can now be activated simply by pressing Delete (and press it again to walk). Pressing Shift+Delete will not change the mode but will return you to where you last changed it. There's no camera discontinuity on mode change, like with the console commands. (I realised after implementing this that there's already a keyboard shortcut to change the mode - but this version is still better...)
While in fly mode, pressing PrintScrn will produce a set of six quadratic screenshots, ready for use in cubemaps or environment maps. Here's an example provided by peter_spy:
The installer will also now fix an unfortunate typo in the Default.ini file that comes with the editor pack: CameraOverlay_0t=MechEyeOverlay should be CameraOverlay_0=MechEyeOverlay. With the invalid entry the editor thinks no overlay is in use, so it doesn't include the OverlayFx11.nvo shader file in Kernel_GFXALL.ibt. (This is probably the root of the tradition of packing all the shader files into FMs...)