Ah... Finally. This one was really hard. You know, it's frightening that this started with 1.0...
1. Added File...Alter Anim8or File. This will pop up a window with a myriad of features for making changes to Anim8or files that are tedious or impossible in Anim8or itself. The features on the window are all geared toward mob modeling. With this new feature, creature models can be viewed from within OpenZone, which makes choosing models easier.
2. Added a large tutorial (in six parts) to the built-in help. The tutorial walks you through the process of creating a new mob model based on one that comes with OpenZone.
3. Fixed some bugs in importing Anim8or files.
4. Fixed some engine lighting bugs.
5. Changed the way that placeable objects are exported to .XWF files. This will require a change to the client that is in beta-test but will fix some other problems (this is really the right way to handle them).
6. Fixed a problem with the cone script when the vertical size is negative.
7. Increased the light radius for the elf_lantern, conebrazier, and conebrazier_stone mesh library objects.
8. Added a spectre mob model and two different skeleton models. The spectre model has four variants, the first skeleton model has two variants, and the second skeleton model has four variants. Thanks, GeorgeS!
9. Fixed a problem with exporting incorrect door SQL code.
10. The usual slate of internal bug fixes.
11. There has been quite a bit of internal redesign, which may make other features possible in the future (e.g. animated placeable objects).
Okay, NOW we're cooking with gas. This should really get the ball rolling for people other than myself making OpenZone-compatible Anim8or creature models. I hope...
OpenZone 7.7 is available here:
http://sourceforge.net/project/downl....7.zip&3343567
Wind
P.S. I should also point out that there are a couple of new objects in the mesh library:
elf_hut_4a
green_branch