Topic: 2026/4/16 Update
The client now uses the new map file format.
The new map file format is about 10X smaller, will patch more quickly, and no longer needs a separate file for versioning.
It allows an arbitrary number of properties on tiles (and properties can contain more data), so HSV/RGB colorization can be done on ground, walls, etc. at the same time.
It supports Ground 1-4 and Wall 1-2 on all Z levels. (The previous format supported Ground 1-3 on Z=0 and Ground 1-2 on Z>0, but if you had a property on the same tile, it only supported Ground 1-2 and Ground 1.)
Long term, the file format is also more extensible and maps do not have to be 512x512 (though the rest of the code does not yet support this). The way it is laid out also allows the map to be loaded one sector at a time, but I load it all at once right now.
Next week I'll add File->Save. Saved files won't be playable directly for now, but you'll be able to load/save them inside the editor.
Technically, there is one another change. Much of the map patching code, and some other network code, has been moved out of the Visual Basic code into the C code.
If this all works correctly, you won't notice any difference.
Have a good weekend!
God bless.
James
April 16, 2026:
The client now uses the new map file format. If this change works correctly, you won't notice any difference.