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Greetings, friends :cool
Here's a tool I've been working on, that you might hopefully find useful. It's for managing your Mugen select screen, allowing you to arrange your characters graphically using a drag&drop interface. This should give the basic idea:
http://www.youtube.com/v/wcLdTmFE1e8
It's compatible with WinMugen, Hi-res WinMugen (be sure to tick the "hi-res" box under File -> Options) and Mugen 1.0. SFFv2 is supported as of the latest version.
No animations are played but there is an Animations menu that lets you randomise any animated elements (I added this in case the default frame of an animation gets in the way of the select screen grid).
Some more features: you can choose to display any hidden parts of the select screen via an option on the View menu; this means you can modify any hidden/secret characters:
http://www.youtube.com/v/0J7c_lgmRrI
Also, you can
- display a list of all characters in the chars folder, and add them to the select screen by dragging from the list to the desired location
- add characters by dragging their def files directly from Windows Explorer
- display a list of all characters on the select screen grouped by Order - dragging characters onto this list allows you to easily change their Order
All demonstrated here:
http://www.youtube.com/v/HpnvEi1Q8i8
That's enough for now I think! Be aware that things might slow down a bit if using some of the flashier screenpacks (especially if a lot of alpha blending is used) and also that loading will take longer if you have a huge number of characters (zipped characters in particular will slow things down, but they are supported). Also, the program will make a backup of any file it modifies (i.e. select.def) the first time it saves any changes.
Download here (http://www.mediafire.com/?dml09gvvsn965u0)
Enjoy, and please let me know what you think :)
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I gotta tell you, I really love this Mugen tool. It's very useful. It makes managing select screens so much easier. Very cool. Thank you for creating it.
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^^(PM)^
thanK you
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This is a very cool and useful tool. Great job.
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Makes things alot easier,thanks alot.
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It's good to hear you're finding it useful! Thanks for the comments 8)
Some random details I forgot to mention (I must add a Help file!):
1) To select multiple characters at a time, use the Control and Shift keys when clicking. These work in the usual Windows way: Shift-clicking adds all characters between the start of the selection and the character clicked, while Control-clicking toggles whether the clicked character is selected or not.
2) By default, when you drop a dragged character on an occupied cell the character in that cell will be moved to make room (see the first video, above). Other characters may also be shifted as necessary to accomodate the dropped characters. But if you hold down Shift when dropping, the dragged characters will just swap places with the ones occupying the cells. See the third video above, for example; I'm holding down Shift when dropping the characters there.
3) You can switch this around so that normal dropping causes the chars to swap places (and Shift-dragging causes them to move to make room): from the File menu select Options, then on the Drag & Drop tab choose your preferred option from the Preferences section.
4) Holding down Control when dropping on occupied cells will cause the existing characters to be overwritten by the dragged characters (overwritten on the select screen, that is!)
I'll update this if I think of any more... ::salute::
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Thanks for the program its awesome.
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Amazing program, great job!
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a top notch program man. :thumbsup: :thumbsup:
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^:)^ :o :w00t:This program was longer over due. You have answered my prayers of convient character organization. I can't wait to see what more you cna do with it. So far, I"m loving it a lot! This is truly a blessing to have for Mugen members everywhere!! Thank you, tunglashor! :thumbsup: :thumbsup:
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Man, this tool is amazing.
Congrats.
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This is the most useful mugen tool to come out in a while. good job. :thumbsup:
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Wow, this is great Tunglashor, I can't wait to test it out!
Edit: Yup, it is absolutely everything I could ever wish it would be. Simply amazing, only improvment I could think of up to now is to have the Added Transperance active on the animations.
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Ah! Yes you're right; the alpha handling could be better. I couldn't find a way of simulating Mugen's source/dest blending with the library I was using, so I think I just ended up ignoring the dest value. I'll look at it again some time and see if I can improve it.
One other random limitation while I think of it: the Width parameter is not supported, as again I couldn't get it to render correctly. This is used with parallax elements and allows you to distort a sprite to get a kind of perspective effect; it's mainly used in stages but I have seen the odd select screen that uses it, so those will look a bit off.
Thanks for the positive comments :) I have some ideas for improvements so when I get the time, there will be updates. In the meantime let me know if you find any bugs or have any other problems.
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This save me so much time and it help me set things in my mugen that i been avoiding doing for years lol and made me quit playing altogether. Im playing again ;D
<_<|...|
I used this to set the order of my characters but only the 1,2,3, people show up. anyone know what i did wrong?
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If you really started playing again due to this tool then I'm very glad to hear it! :cool
If only your level 1,2 and 3 characters are being selected then my guess would be the "arcade.maxmatches" or "team.maxmatches" line in your select.def file is responsible. Open up the file (you can do this from within VSelect by opening the Edit menu and selecting "open select.def") and find these lines, and make sure the relevant numbers are not zero (for example, if no Order 4 characters are showing up, make sure the 4th number is not zero, etc).
I've been thinking about a way of adding this as a feature to the program, i.e. some kind of user interface for easily updating the maxmatches values. Still not sure what the best way would be. Anyway let me know if that helps and if not, feel free to PM me a copy of your select.def file and I'll see if I can work out what else might be causing it ::salute::
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Wow amazing idea! I have to re-structure my mugen game when im done with this susmester of school, and this is going to make it as easy as ive always wanted it to be. Smart program :thumbsup:
Thanks for bringing this to us =D>
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AWESOME! Excellent man!
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Thanks guys :cool
Just to let you know, I've released a new version with SFF2 support, so the default Mugen 1.0 screenpack should now load fine (as well as any characters you may have that use SFF2, such as KFM720 or Kamekaze's awesome Dudley etc). See first post for the download link.
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The tool looks very good, definitely useful for my supposedly alphabetized characters.
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New version now available!
It now displays the large portrait of the selected character, to help avoid placing characters in positions where they might get in the way of the portraits.
(http://img810.imageshack.us/img810/8871/neonx.png)
Another new feature: if you use more than one copy of Mugen you can now place a copy VSelect in each Mugen folder and have separate settings for each one. To do this, select Options from the File menu and on the Advanced tab tick the "use local options file" box.
In fact you don't even need to copy VSelect into each folder - you can just keep one copy somewhere and place a shortcut in your Mugen folder. If you do this just make sure you clear the "Start in" property of the shortcut - right-click it and select Properties, then clear the field. This will ensure the opts file is created in the same folder as the shortcut.
Download here (http://www.humyo.com/DzwYvdG/Mugen/VSelect.zip?a=FMkM4RP56YM). Let me know if you have any problems/questions or other feedback.
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Nice!
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Quick question: would it ever be possible to make a Linux version? Or would that be too much work to make? If not I can keep using the Windows version.
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im using duracellar's DCvsMarvelvs.CapcomvsSNK screenpack and the big protraits wont show
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im using duracellar's DCvsMarvelvs.CapcomvsSNK screenpack and the big protraits wont show
Strange, it worked when I tried it - this one?
(http://img207.imageshack.us/img207/3535/mvdvsvc.png)
Is 'Show big portraits' checked on the View menu?
Quick question: would it ever be possible to make a Linux version? Or would that be too much work to make? If not I can keep using the Windows version.
Unlikely but not impossible. It wouldn't be straightforward but might be interesting to try, someday.
Nice!
Thanks! :)
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sorry about that man, i just had to actually mess with it and it came up... Thanks for taking time out to see though... VERY nice feature!
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Nice tool! Thanks a lot for it! :w00t:
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I've tested this tool with the lastest Mugen 1.0 release, but it doesn't works anymore (it says that the SFF format isn't supported).
There is any way to fix it?
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I've tested this tool with the lastest Mugen 1.0 release, but it doesn't works anymore (it says that the SFF format isn't supported).
There is any way to fix it?
It works fine with me, because I tried it on the Neon "1.0 version" screenpack with the latest release of Mugen 1.0 and everything showed up fine, so i don't know, it must be something with the screenpack your using. Hope you can figure out what's causing it.
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I'm using the default Mugen1 screenpack
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This tool is so handy, I've delayed arranging my characters for a long time, but now with this baby it's going to be a piece of cake :w00t:
BTW, I have some suggestions for future updates, not sure if all are possible, but anywho:
1) To add slots to the existing arrangement (including hidden ones).
2) To make the slots smaller or bigger (I've always dreamed about splitting each slot to 4 slots to increase the number of the slots because my roster is huge).
2) To change/replace some of the art of the screen such as background and stuff..
3) To edit which sprite is taken from the characters to be used as the big portrait (for example a sprite of the stance).
4) To change the direction some of the characters are facing.
Again, awesome tool :thumbsup:
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I've tested this tool with the lastest Mugen 1.0 release, but it doesn't works anymore (it says that the SFF format isn't supported).
There is any way to fix it?
That's strange. What version of the program are you using? Check the Help menu to find out. The latest version is 1.3.4.4 - if you're using an earlier version then I suggest redownloading (link is in the first post). If that doesn't help then can you try using an empty select screen (i.e. no chars) and let me know if that works? (that tells me whether it's the screenpack SFF or some character that's the problem).
@yosifun:
Thanks for the suggestions, some interesting ideas there. I've thought about possibly adding some features like these that actually affect the design/makeup of the select screen, as opposed to the character layout which is what the tool is currently meant for. It's something I may look at when I've finished with the main features of the program.
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My Version: 1.3.4.4
The select has just KFM and KF720
edit: I think I got it. I've checked the local options and it works now (it ask to load the default motif)
Seams that I was using a winmugen exe and I've tried to load a 1.0 motif.
Edit2: If I try to load the system.def that is on the Mugen1 folder, I get the same error (incompatible sff)
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My Version: 1.3.4.4
The select has just KFM and KF720
edit: I think I got it. I've checked the local options and it works now (it ask to load the default motif)
Seams that I was using a winmugen exe and I've tried to load a 1.0 motif.
Edit2: If I try to load the system.def that is on the Mugen1 folder, I get the same error (incompatible sff)
Thanks O - I followed the same steps and you're right, this is a bug. I'll fix it but you should find that if you close the program and reopen it everything will work correctly from now on - it's only happening because you originally were using winmugen. Thanks for pointing this out.
Edit: Fixed version now available.
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just dl'd yesterday, very cool.
however, every so often it will get mixed up who is selected when moving vertically.
speaking of movement on the screen, possible to put arrow support on it? as well as names show up with the big port. i have multiple versions of same character (for example px, reza, and sunboy cyclops)
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A minor issue is that the program always open the window in the middle of the screen. It could at least be able to remember the last window position or if it was maximized.
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where did you get that mvc sp? :o
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A minor issue is that the program always open the window in the middle of the screen. It could at least be able to remember the last window position or if it was maximized.
+1 to this. It's very annoying to move the window every time I want to use it. (the bottom/right rows end up outside of the screen, so I have to)
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however, every so often it will get mixed up who is selected when moving vertically.
speaking of movement on the screen, possible to put arrow support on it? as well as names show up with the big port. i have multiple versions of same character (for example px, reza, and sunboy cyclops)
If you can give me more detail on when it gets 'mixed up' (so that I can reproduce the problem) that would me cool. Arrow support - I guess you mean enable the use of the cursor keys to move around the grid? Interesting idea, I'll look into it. About the character names - if you hover over a character you should see the name and author in a tooltip. I may also add a status bar at the bottom with this info, eventually. Thanks for the feedback.
A minor issue is that the program always open the window in the middle of the screen. It could at least be able to remember the last window position or if it was maximized.
+1 to this. It's very annoying to move the window every time I want to use it. (the bottom/right rows end up outside of the screen, so I have to)
Hmm, sorry about that, I tried to get it to always size the window so that everything fit correctly. Remembering the previous size/location shouldn't be a problem, I'll try and do an update shortly.
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sorry, i hadnt gotten a handle on the cursor yet. apparently only the index finger will select. sometimes i thought i was on 1 char, when on another (or index finger was)
i did have something weird happen. was moving a couple to empty slots and it kind of screwed up the cells for my screenpack. i cant even explain what happened other than it made it seem like it added 2 new cells, but it didnt. so i had to delete them and now i have a line with 2 missing slots (but at least it re-aligned rest of pack)
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Hmm, not sure I quite follow that. Let me know if anything like this happens again, maybe with a screenshot to demonstrate.
OK, new release (http://www.humyo.com/DzwYvdG/Mugen/VSelect.zip?a=FMkM4RP56YM) time: firstly, I've made the changes requested here:
A minor issue is that the program always open the window in the middle of the screen. It could at least be able to remember the last window position or if it was maximized.
Also, I've added a feature for setting the arcade/team.maxmatches fields. If you open the Order list you should see a new "Max matches" button - click it to get a grid containing the maxmatches values for each order:
(http://i.imgur.com/IBGvJ.png)
Hopefully that will come in handy ;)
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Link for download?
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1st page.
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1st page.
Yes. Or click "new release" in my last post...
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My [Politically Correct Deity], this has to be the most fun I've had with MUGEN in a long while!
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One thing you could add now is the possibility to add extra stages. If you do it, we won't ever need to open the select.def again!
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My [Politically Correct Deity], this has to be the most fun I've had with MUGEN in a long while!
:D
One thing you could add now is the possibility to add extra stages. If you do it, we won't ever need to open the select.def again!
That's next on my list ;) I just need some free time to do it!
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While you're on the stages part, you might as well add a utility that allows you to add the BGM to a stage. Seems unlikely since this mostly fiddles with the select.def, but I could be wrong. :-??
In all seriousness, I should've downloaded this tool when I migrated my characters from one roster to another. But I had to do it the manual way, so my fault.
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i dont know if anyone asked , but Tunglashor bro, i wanna know does this work with 1.0 mugen as well or just winmugen that i have , i havent tried it on my 1.0 yet , wanna get the green light before i do. :thumbsup:
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It works on all versions of Mugen.
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It works on all versions of Mugen.
Right. Sorry, I missed this question - thanks Luigi Master for answering.
OK, time for another update :thumbsup:
This time I've added a stage list:
(http://i.imgur.com/MdOos.png)
It shows the characters in your roster, sorted by the stages they're currently using. The list is split into two categories:
- Included: All stages that will appear in the stage selection list in VS mode. So, all stages assigned to characters with "includestage" not set to 0, and all Extra Stages.
- Excluded: Any stages assigned only to characters with "includestage" set to 0, and any other stages in the Stages folder that aren't being used.
You can drag characters from one stage to another, or from the select grid onto a stage, etc. Note that a stage becomes "included" if any character assigned to it has "includestage" set to 1 - so for example, in the setup shown above, if you were to open Captain Commando's properties and tick the Include Stage box, the stage would automatically move to the Included section. By the same logic, if this box was unticked for Ken then his stage would move to the Excluded section - unless it was also present in the Extra Stages section.
Other options: if you right-click on a character or stage in the list you can use the Include/Exclude Stage options to change the status of the stage, or No Stage to clear the selected characters' stages (and so remove them from the list).
I hope this provides an intuitive way of managing stages. It was a fairly complex update and I haven't had a lot of free time to test it so please, let me know if you find any bugs or any other problems. All feedback is welcome of course. Enjoy :)
Download here (http://www.mediafire.com/?dml09gvvsn965u0)
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Not sure where to download this update. I've been using VSelect for a while now and I must Admit, I wouldn't go back to my old way. Amazing Program :)
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Not sure where to download this update.
Oops, sorry, somehow I failed to include a link o.O#
Although for future reference, the link is always the same so you can just use the one in the first post to get the latest version.
Here you go (http://www.mediafire.com/?dml09gvvsn965u0)
I've been using VSelect for a while now and I must Admit, I wouldn't go back to my old way. Amazing Program :)
Thank you! I'm glad to know you find it useful.
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I had my computer wiped yet again, but now I cam prepared for the character installation process, thanks to this tool!
It's too useful to be ignored, people.
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superb thank you for making my life easier
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Back in my day we had to arrange characters manually, you young whipper snappers and your new fangled VSelect tools. Why, if I wanted to arrange my roster I can to cut and paste on a text file or just type it out again, and if there as a typo you had to go find it, up hill, both ways!
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Back in my day we had to arrange characters manually, you young whipper snappers and your new fangled VSelect tools. Why, if I wanted to arrange my roster I can to cut and paste on a text file or just type it out again, and if there as a typo you had to go find it, up hill, both ways!
:D
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Didn't Tuglashor just release another version w/ characters being Included/Excluded as well?
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Well, at least it's a good thing that this tool helped me with my roster. Heck, I first saw this on the MUGEN 1.0 versions of the IMT Red and Blue screen packs!
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Wow! So THAT is what the hitherto unknown to me "vselect" program was in the IMT screenpack. Guess I should have been more adventurous. :)
This is a really great program. As a recent convert to 1.0, love that its works with 1.0. Thanks!
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Didn't Tuglashor just release another version w/ characters being Included/Excluded as well?
I did! But it seems I forgot to post about it o.O#
(http://i.imgur.com/Zuzdt.png)
So this just adds a new column to the Characters list - the list that shows every character in your Chars folder - which shows whether the character is currently present in your roster. If you click the column heading the list will be sorted into "Included" and "Excluded" sections.
Incidentally, in case it wasn't obvious: you can sort the list in this way for any of the columns. So for example if you wanted to sort the list into "Included/Excluded" in reverse alphabetical order, you could click the "Alias" column heading twice, then the "Included" column.
Download here (http://www.mediafire.com/?dml09gvvsn965u0)
Wow! So THAT is what the hitherto unknown to me "vselect" program was in the IMT screenpack. Guess I should have been more adventurous. :)
This is a really great program. As a recent convert to 1.0, love that its works with 1.0. Thanks!
::salute:: Glad to know you find it useful. I'm honoured to have it bundled with the screenpack, didn't know about that ;*))
There's lots more I want to do with this tool but for now I have no time to do it. I'll try to remember to update when I do..!
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One thing I'd like to point out, is that Vselect doesn't work very well with Broken Mugen.
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I remember testing with Broken Mugen and all seemed OK, apart from a few cosmetic issues (the graphics lib I use doesn't support some of Mugen's transparency settings). I don't recall any issues that affected usability though - can you be more specific?
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He doesn't support the drag n' drop well, neither right clicking on the select screen cells. I'll test with this latest version to see if these errors persist.
(It's with the 1.0 version, by the way)
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Thanks. I never tested with the 1.0 version (don't think it existed back then) so that's probably it. I'll look into it when I have a minute.
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Thanks. I never tested with the 1.0 version (don't think it existed back then) so that's probably it. I'll look into it when I have a minute.
I use this in all of my 1.0 screen packs, it works like a charm. :-??
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I use this in all of my 1.0 screen packs, it works like a charm. :-??
Ah, well I did test with various 1.0 screenpacks but not brokenMUGEN 1.0.
I just took a look and the problem actually lies with the coding of the screenpack. For example for the 48-slot version if you open System48.def and find the following lines:
cell.size = 15,15
cell.spacing = 23
These values are wrong, but as far as Mugen is concerned all that matters is they add up to the right value. VSelect however needs them to be correct so it knows what area each small portrait occupies. So if you change them to:
cell.size = 30,30
cell.spacing = 8
That should fix the problem. I'm guessing the other variants might need similar editing but I haven't checked them all. Let me know if you need help correcting them.
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Hey any ideas on having the ability to single out characters without stages?
And (this may be a bit of a stretch) maybe stages without music?
These would definitely save me a lot of time.
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Update: I've uploaded a new version that fixes a couple of bugs that were reported. Thanks for the feedback everybody :thumbsup: Link is the same as before.
Hey any ideas on having the ability to single out characters without stages?
And (this may be a bit of a stretch) maybe stages without music?
These would definitely save me a lot of time.
I do plan to add a section to the Stages list for characters that don't have a stage assigned. For now, one way would be to select both the Included and the Excluded nodes in the Stages list (hold down Shift and click each node). That will highlight all characters that have a stage assigned, which means all characters not highlighted are lacking stages.
I might do something about stage music at some point as well, it's just a matter of getting the time to do it.
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Ah, thanks for the tip.
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Update!
Just a little tweak this time (all I have time for at the moment). Some people pointed out that if you have your Extra Stages in a particular order then this is lost when editing with VSelect (they all get sorted into alphabetical order). So, this update is to prevent that from happening. It's not a new feature as such - there are no options for re-ordering stages or anything like that - but it means you can keep them organised as you wish and still use VSelect without it interfering. The stages will still be listed in alphabetical order within VSelect (since it lists all stages, not just Extra Stages, and so has to order them consistently) but in Mugen they should be in the order specified in the select.def file.
Let me know if you have any problems or questions ::salute::
Download here (http://www.mediafire.com/?dml09gvvsn965u0)
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Oh Yeah, that's the only thing that's been bugging me about it, and now it will be perfect, thank you for this update :D
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Here's a new feature! I had a request to make the program better at automatically managing the layout - so that for example instead of this:
(http://i.imgur.com/36fQx.png)
you'd get this:
(http://i.imgur.com/mUSe3.png)
In other words, a way of protecting specific parts of the grid so that characters are never moved into those parts of the screen.
The solution I came up with was to enable a cell to be locked by marking it in the select.def file with a specific comment. If you enable this feature, any cells marked with this comment will be treated by the program as locked and their contents will never be changed. This can be used on empty cells (to protect the layout of the grid) or on character cells (to prevent those characters from being moved). Here's a demo:
http://www.youtube.com/v/Qwm5Z3jNHgM
Another new feature: this one is for anyone who fills their empty cells with RandomSelect icons. Currently, if you have no empty cells (because they're all taken up by RandomSelects) it can be difficult to use VSelect to add characters because it will always ask you "do you want to replace the character in this cell?". So I've added the option for RandomSelect cells to be automatically overwritten in this scenario. Another demo to clarify (I hope):
http://www.youtube.com/v/Ziup4LK_Rw8
I hope these are useful. Adding support for locking cells was a hell of a lot more work than I'd expected ~X(
Please let me know if you find any bugs, or anything else that seems off. Enjoy!
Get it here (http://www.mediafire.com/?dml09gvvsn965u0)
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Those are great additions! The first one has been a constant issue in my mugen so I'm glad to have the new option. Thank you!
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Thanks for the new updates and additions, Tunglashor! I do have a request/question...and this may actually be something I can ask in the Help section, but I wanna try here first just in case: is there a way to either a) make certain characters A.I. only or just plain unselectable in game? I wanna do this to make certain characters 'bosses'...I know someone said that I basically have to put them in a part of the select screen that makes them unreachable, but I tried that and most screenpacks for 1.0 and such use select screens that, even WITH the use of hidden cells, are pretty much 'square-shaped'...so putting the bosses down on the bottom of the select screen, even though off-screen, they are still reachable...again I apologize if this is better meant for the Help section... ::salute::
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The first one has been a constant issue in my mugen so I'm glad to have the new option.
You shoulda said something :D
I'm glad to hear it's something that was wanted, I wasn't sure how big of a problem this was for people.
@Megabyte:
No apologies necessary, it's select-screen related so here's as good a place as any...
The trick to adding unselectable characters is to make sure you have a number of rows and columns that contain no selectable characters. You then put your boss characters in the cross section of this area: that is, in a column and row in which no selectable characters are present. That makes it impossible to move from a selectable character to a boss. Here's an example: this is the visible portion of a select screen:
(http://i.imgur.com/t5aBY.png)
Here it is again with the hidden cells showing:
(http://i.imgur.com/uaqQ7.png)
On the right I've shown the empty cells so you can see exactly where the characters are positioned. As long as no selectable chars are added to the 7th column or the 4th-5th rows, the bosses will not be available. Note: if you have any RandomSelect slots it will still be possible to randomly select one of the bosses.
Hope that's what you were after!
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Probably the single most practical update that could have come. You know how much it sucks to add "Avalanche" to a 500 char roster in alphabetical order?
Just took me about 15min to add "; Locked" to all the top blanks, and fill in 'air bubbles' I missed.
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Thanks :thumbsup:
A roster in alphabetical order? You're a glutton for punishment ;*))
Yeah, I couldn't really think of a better way to assist with setting up the locking initially other than "do it in a text editor" :-?? Kind of goes against the idea of doing things visually; on the other hand once it's done, it's done.
Of course if screenpack makers would include a comment on all cells that should be left blank (some creators do this), you'd just have to set the field in VSelect to whatever the comment was that they used.
Oh and if you ever want to change the comment for whatever reason, just change it in VSelect and the select.def will be updated - just remember to save it to update the comments.
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Yeah, I was thinking, Acey you should re-release the IMT packs with the blanks built in. With a blank copy, it would just be Find + Replace button, but would save a lot of time for anyone getting the pack.
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Thanks for the explanation, Tunglashor! Someone else told me the same thing before but didn't break it down into details. Now I think I can do what I'm trying to do. :)
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My pleasure ::salute::
Here's another new version! (http://www.mediafire.com/?dml09gvvsn965u0)
The new feature this time is a zoom, which many users have been asking for.
(http://i.imgur.com/uIzXE.png)
Usage should be self-explanatory. The zoom may be a little slow to take effect; probably not really suitable for constant zooming in and out. Magnifying will probably increase memory usage and might impact performance, depending on the screenpack and how much you zoom by. I might try to optimise it a bit in future. In general though it should be fairly usable at 200%-300%, which I would think would be enough.
I've also added an auto-backup feature: this will attempt to make a backup of the select.def file before every save. You'll be warned if the backup fails for some reason, and given the option to cancel the update of select.def. The idea is to protect against any accidental loss of work. Backups are saved in a folder named "VSelect_backups" which is located in the same folder as the select.def file. I've enabled this feature by default, but you can disable it via the File->Options menu (Advanced tab) if you like.
That's everything I think! Let me know if you have any problems, or any other feedback.
>>Download here (http://www.mediafire.com/?dml09gvvsn965u0)<<
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Thanks again for your great tool. With this updates it'll be even more comfortable =D>
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Yeah, I was thinking, Acey you should re-release the IMT packs with the blanks built in. With a blank copy, it would just be Find + Replace button, but would save a lot of time for anyone getting the pack.
I should, I have it built into my own personal version and it's only fair to share.