I have very little spare time these days, so do not expect new versions too often. Send me detailed bug reports and feature requests, but do not always expect an email response, sorry.
Before asking me anything, be sure you have read and understand the most excellent documentation that can be found at: http://www.netzone.com/~shaw/
Randall Shaw has spend many o' hours on it so at least read it once.
Pfhorte 2.0 is a complete re-write of Pfhorte1.0dxx. Pfhorte 2.0 is still not complete, hence the .a13 extension. This release provides you with a sneak peek at what the future holds for Pfhorte. This version marks the transition from Marathon 1 map making to Marathon 2 map making. This means that you can only edit Marathon 2 maps with it. Since it is very similar to Pfhorte 1.0, I will only note the differences between the two.
If you include this software in ANY CD collection, I would appreciate a sample copy.
If you write an article in any magazine I would appreciate my name at least being mentioned.
After Pfhorte 2.0 hits beta, ie it is feature complete, I will be releasing the source code for your general consumption. You will not beable to use this code in any comercial products, nor in ANY Marathon 1 or 2 map editors. You can use it for making Doom or DarkForces editors if you want to.
There is also a list of things to be done before a beta state is reached.
You need an alias to M2's shape file called "shapes" in the same folder as Pfhorte.
(Note: 'a' means alpha, which means the software is not yet feature complete. Beta means feature complete but not bug free.)
Enjoy!
Changes Since 2.0a13
- Fixed up the drawing of the gadget to switch from a scroller to an edit text field.
- Made the "Play Level" viewer show secondary textures properly. Also
shows the floor and ceiling offsets. You can change the floor and ceiling
offsets using the arrow keys. The floor and ceiling height with the '-' and '=' keys.
- Can no longer click on hidden points.
- There is now an option to change the poly number of the selected poly to
the first or last poly. Only the very best map makers will use this. :)
- The poly index in the inspector now starts at 1 as it should.
- Maps now have a unique ID that will make save games work better, I hope.\
- Some new artwork.
Changes Since 2.0a12
- Landscape popup now selectes the correct landscape texture. Was selecting one greater somehow.
- Changing the texture set now fixes up the control panels a bit, still needs user to fix.
- Making a default object no longer renders the flags menu inoperative.
- Centering map centers it on the grid.
- Sometimes the wand tool would crash when messing with sides and default sides. May be fixed.
- Default object remembers the flags too.
- Secondary texture show up in 3D view now. Does not align vertically correctly though.
- New draw modes to display various info as a number in the poly.
Changes Since 2.0a11
- Fixed the deleting of sides bug, sorry.
- Fixed the multi level duplication of PNTS and other chunks.
Changes Since 2.0a10
- The landscape textures are now selected with a popup menu like the normal textures.
- You can now select non standard texture sets in the mission info. Don't do it unless you have made your own texture set and know what you are doing.
- The landscape texture set no longer gets reset to 0.
- Changing the landscape set fixes all the landscape textures in your level.
- The popup texture chooser now has a single landscape selection to avoid confusion.
- Landscape textures should work in the defaults now.
- Pfhorte supports up to 34 textures in a texture set for those making custom sets.
- The floor and ceiling lighting draw mode now works correctly.
- The points now hide too.
- Unused sides get deleted when the level is opened.
- Deleting a poly no longer messes up control panel platform switches.
- The magic wand now works with almost all defaults and has new settings.
- The poly index is now shown in the inspector for those making terminal teleporters.
- The phase of lights can be set.
- Dragging notes and objects off the map no longer crashes Pfhorte.
- Making a new light/media/ambient sound/random sound will copy the settings of the current on shown in the dialog.
- You can now use a light as a volume controller for a sound object.
Changes Since 2.0a9
- Added option for sliders to switch from slider to edit text. Svaed in prefs when save settings chosen.
- Preserves 'term' resources in map file. Does not allow editing of them yet though.
- Adjusted the size of the 'minf' chunk. Multi level maps should work better now.
- Now allows 2048 polys per level and 256 platforms although 64 is the limit.
- Layer info for polys changed. You will need to regroup your polys back into layers.
- Can now adjust the floor and ceiling texture offsets for polys.
- Made inspector wider for new fields.
- Option no longer switches to the eyedropper tool.
- Added ability to show floor and ceiling heights as brightness levels of the polys.
- Now preserves data in the resource fork of map files. Not well tested.
- Hiding polys or layers hides the objects in the polys and the lines but NOT the points (too slow).
Changes Since 2.0a8
- Fixed crashing bug when opening a map window.
- Copyright = 1996.
- Ceiling/floor in poly inspector need swapping.
- Allow negative numbers for sound object volumes.
- Save defaults to prefs.
- Add sound distance circles, of 10240 units.
- Frequency for ibjects can go up to 65536 now.
- Numbers for the scrollers.
- Light switches can be set properly.
- When zooming, hiliting doesnt get left all over the place.
- A different looking tool palette.
- The grabber becomes active when pressing space now instead of cmd-space.