rcook opened this issue on Dec 14, 2005 ยท 4 posts
rcook posted Wed, 14 December 2005 at 1:40 PM
Attached Link: http://www.rtencoder.com
I would like to announce the release of version 1.01 of RTEncoder. This is only a minor patch with no major functionality changes. Here is the text from the changelog:1.01 Released 12/14/2005
- Added better detection of future versions of RTE files
- Changing the Encode/Decode radio buttons now clears the selected files
- Fixed a potential crash when the source file is an invalid RTE file
You can download this latest version from: http://www.rtencoder.com
AprilYSH posted Wed, 14 December 2005 at 8:15 PM
Hi Russel, very nice, thank you for updating it. Just a question... it seems timestamp sensitive, which I would normally agree is A Good Thing. I recently encoded a zip against jessi.obz (modified textures of Jessi and a head morph) and had users who couldn't decode cos it seems efrontier released several different timestamped files. Can you think of a way around timestamp differences and just compare the "content"? I know the timestamp would be in different parts of the binary so you'd have to know the file format in order to ignore it... anyway, just a suggestion :) Also since I'm asking, perhaps poser-centric... for text files the possible options (while encoding) to ignore whitespace, blank lines, platform difference line breaks? Err, last one, promise... how's the mac version going? Thanks again :)
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rcook posted Wed, 14 December 2005 at 8:26 PM
Hi April. RTEncoder version 1 does not know anything about the internal format of any type of file besides RTE files. So if there are changes to the key file, such as multiple versions over time, the users will have to use the same version the original encoder used to create the RTE file with. I just do not know an easy way around that problem. As for version 2, it does have one enhancement in this area ... it totally ignores line endings. This should solve any Windows/Mac/Unix text file format issues. As far as how version 2 is coming along, the internal engine is currently about 90% complete. Really just one more small piece to finish up. Then I just need to wrap a UI around it. The engine is fully portable to all platforms, and already passes my unit testing suite on both Windows XP and Mac OSX. The UI will be written in wxWidgets, which is a cross platform UI library. So Windows and Mac versions will be available at the same time. I hope to have an alpha of version 2 up before the end of the year. We'll see ... but it's close. Russell
vulcanis posted Thu, 15 December 2005 at 7:51 AM
Thanks Russell.