|11.11.2009||384 MB||6464|| Mirror 1
Mit dem offiziellen Editor mit dem Namen TorchED könnt ihr eigene Dungeons in Torchlight erstellen. Eine kleine Vorschau als Video gibt es auf unserer TorchED Editor Seite. Zahlreiche Anleitungen im PDF Format bieten wir ebenfalls zum Download an.
Update Version 18.104.22.168:
Patch Notes: -Fixed unit skill panel always setting skill levels to 1 if they were 0
-Fixed base file and resource dirs not being properly made relative when modding in the unit editors
-Fixed the icon selector when modding
-Fixed [AFFIXES] blocks not appearing on skill level blocks in the skills editor (oops..broke that in the last patch)
-Skill and Quest editors are now sortable by skill/quest name.
-Fixed crash when editing stat watchers on units
-Fixed deleted monsters becoming visible again.
-Animation editor now hows a check list filter for limiting which types of animation keys are displayed.
-Fixed monsters’ equipment not being displayed on monster objects in the editor
-Layouts are now auto-backed up at a default interval of every 10 minutes and just before switching to in-game mode.
These get saved to %appdata%runic gamestorchlighttorched
-You can now load the current backup for a scene though the File->Load Backup menu option
-Fixed sound bank file references not being mod friendy
-Added “Collision Radius” control to monster, player, and prop editors
-Added “Collision Mesh” control to monster, player, and prop editors
-Item editor Affix control now lists affixes in mods when modifying the list of affixes
[The following still requires a new game build to work in the actual game but are in the editor]
-Passive skills now pay attention to the skill equipment requirements
-PERCENT BLIND effect added.
Update Version 22.214.171.124:
-Cinematics now save properly to the mod directory in the Cinematics editor
-Recipes now save property to the mod directory in the Recipes editor
-Thread priority is now “Normal”
-Fixed anchoring for “Infer Points after” checkbox in stat line editor
-Fixed list editing in Quest/Skills editors
-Fixed pane/column/row properties not saving in the unit skills pane
-Removed error message when the unit skill panel tries to display a skill name for a skill that doesn’t exist (now logged to the ogre.log)
-Fixed editing sets’ “NAME” and “DISPLAYNAME” properties
-Moved all the data/settings files over to appdata to avoid admin right issues.
-Undos are now capped at 100 when editing layouts.
-Fixed dungeon cloning
-Fixed dungeon deleting
-Fixed “Show Map” control not saving in the rules set editor
-Rule sets are now sorted in the rule set editor
-Fixed rule sets editor not saving explicit layouts if an explicit layout doesn’t already exist in the rule set
-No more 1-2 second pause when resizing the editor.
-Removed duplicate “Reset” input on unit triggers.
-Fixed crash when playing in the editor after having stopped playing with the in-game UI open.
-Fixed texture override controls on unit editor using the absolute path instead of the relative path if you’re modding
-Fixed crash if selecting a DDS instead of a png through the texture override control
-Affixes now reload when the affix editor is saved
-Added option to explicitly reload affixes through the ‘reload assets’ drop-down doo-hickey.
-Fixed some control docking/anchoring issues in the effects/affixes editor
-”File” icon on the scene managers (left pane) now just says “File” to avoid confusion
-Fixed the Player save loader in the editor options. (the thing that lets you use a character from a particular save file when playing in-game in the editor)
-Fixed new “ranged” stat lines not being parsed properly when restarting the stat line editor
-Fixed layout paths not being relative if you browse to a layout in your current mod directory in skill events.
-Fixed cloning a skill that’s already in your mod in the skills editor.
-Fixed cloning a quest that’s already in your mod in the quest editor.
-Fixed exception when adding inclusive files to a newly added chunktype in a mod rule set.
-Fixed “Level” column not saving in effects panel.
-Editor now always uses en-US culture settings (for things like ‘.’ vs ‘,’ in floats). Should no longer have goofiness in the stat line editor due to decimal symbol parsing, etc.
-Added missing “Uses” control to the items editor
-Added “Target Type” control to items editor
-Monster objects now default to “dog” in the editor (to avoid null monsters)
-”Play” in the editor will now load a default layout if trying to play a layout without any room pieces in it.
-Backspace now does the same this as Delete when working with layouts. (I believe this should help Mac boot campers)
-Fixed animation editor having several problems when editing .animation files in a mod.