QT Based Save Game editor for Wizardry 8
Latest Release 0.2.0
Adds Wizardry 1.2.8 Fanpatch (Partial) compatibility
Supports the extended portraits range and the ParallelWorlds layout. Partially supports Localisation. Does not support increased spell ranges, increased voices, facts, or levels. Tested against 1.2.8 Build 6200 which it can successfully patch. Later builds may work with the editor, but won't be patchable.
Release 0.1.6
Adds support for navigating levels to change the current saved position and portal locations.
MANY KNOWN ISSUES - all relating to the 3d rendering Clipping is bad. - Not likely to improve, sorry. Part of this is due to needing to work with an externally defined level file format not optimised for our own usage, but mainly it's due to my lack of knowledge over how to properly fix it. More detailed (eg. anything internal) levels are much slower to render. - Same excuse as above. Slow level load and no 'Loading' to tell you its working. Lot of objects missing. - Anything classed as a dynamic object is omitted. This includes most lava, treasure chest lids, doorways etc. Supporting this in the editor requires a good bit more additional work. ie. in addition to parsing those elements in the PVL file properly (instead of skipping them) interactive elements would need to be supported in the level navigation to eg. recognise doors and provide ways to open them regardless of the in-game mechanism used (eg. push door, control panel, or key in lock). Otherwise a lot more no-clip mode becomes necessary to navigate a level. It would be a nice to have all this, but not happening any time soon. Not all textures rendering correctly. - This is particularly relevant to textures which are supposed to render transmissively rather than diffusely (eg. some of the cobwebs in Lower Marten's Bluff coming in from the Mine Tunnels). Some trees completely walkthrough. - Wizardry implements its trees as 2 vertical rectangles at 90 degrees to each other in a cross piece and then just textures them with a bitmap with large alpha areas. Urho3Ds collision logic depends on shape primitives, so we can't selectively collide just where it is non-alpha. Because some levels become unnavigable if the complete tree is treated as unpassable even in the alpha areas I chose to err in the other direction and make them completely pass-through instead. This opens up a problem, though, where if a portal or current position is saved inside one of these tree objects you'll be trapped in it when it loads in the game. The editor can't prevent you doing this for the same reason it can't process the alpha regions properly to begin with, so the user needs to be careful themselves. Some doorways (eg. upper level of Croc's) can't be navigated in one direction. - Even tiny steps up in confined spaces like doorways don't work well. You can usually jump them, but sometimes it takes many attempts to work. Switch to no-clip mode if nothing else works. No elevators or portals work. - You can jump directly to any of the portal arrival points using the Jump to Point function. To get between vertical levels normally linked by an elevator you'll need to resort to no-clip mode. Gaping holes in the middle of the map. - Some areas, eg. lava flow, are implemented with dynamic objects which we ignore. If you fall into a hole you'll fall forever and will need to reset your position by using Jump to Point. Same if you run off the edge of a map into the abyss. Sometimes Jumping to a Point or loading a level causes player to drop through ground level and fall. - Unsolved bug. Positions which work sometimes can fail at others. If no amount of Jumping to Position works, turn on no-clip mode and try again. This usually fixes it even if you turn off noclip mode straight away without giving yourself additional vertical height off the ground. Skies look wrong. - The original Wizardry skies aren't being used here - just a static one the same for all levels, even Cosmic Circle and underwater. Can walk off edge of map. - The usual edge of map teleports aren't implemented. If you wish to swap maps, load it manually using the toolbar. This behaviour does let you see some parts of maps you can't normally get to, but don't advise saving positions in these areas unless you're prepared for unexpected results loading it in the real game. Sometimes you're blocked by a shadow or lightbeam. - Some textures that shouldn't be are treated as solid. I'll fix these as I identify them. Positions changed in the editor sometimes don't work with the real game. Various problems. ie.
- You drop every time you load - if this is the worst that happens ignore it and think yourself lucky. If it bothers you too much save your position or reset your portal within the game and that will fix the co-ordinates properly. If you write the numbers it saves down (the ones in the textboxes in the editor) you can enter them manually in future in order to accurately get that position, rather than deal with the inaccuracies introduced by the Navigator.
- You get stuck in an object not visible in the editor or not-collidable in the editor - reload in the editor and nudge your x and z co-ordinates in one direction or another until you're out of trouble.
- You get stuck in the floor, the wall, the roof or fall to your death through any of them - reload in the editor and nudge your y co-ordinate up if it it's a stuck in floor or falling problem, otherwise nudge the x and z co-ordinates in one direction or another until you're out of trouble. Urho3D engine discontinued. - And the support forums with it. :-( At some point the codebase will need to swap to one of the forks. Just not for this release.
Prebuilt Windows binaries provided:
Wizardry8Editor_win64_DirectX.exe MD5:9c794072dcdbd0ff357c5094ed35fd56 Wizardry8Editor_win64_OpenGL.exe MD5:ff92a113866c99b2b0217eca569fc769