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C&C World-Altering Editor v0.9.3 is out!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Sep 28, 2023 4:18 am    Post subject:  C&C World-Altering Editor v0.9.3 is out!
Subject description: A tiberium vision upgraded with a fullscreen and megamaps!
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Are you picking this up? Good! ^Rampastein has released a new version of C&C World-Altering Editor called C&C World-Altering Editor v0.9.3. For those unaware of what is being written here, C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun, which originally started as a map editor for Dawn of the Tiberium Age. Here is the official announcement from C&C World-Altering Editor's staff about C&C World-Altering Editor v0.9.3:

Quote:
Major update to World-Altering Editor. A rough changelog compared to v0.9.2 follows.

Contributors: Rampastring, ZivDero, Morton

New features:
  • You can now resize WAE's window from the borders of the window, like most Windows applications
  • You can now toggle fullscreen (aka borderless windowed) mode with F11
  • Added option for Render Scale. This defines how big the editor's graphics are compared to the window resolution

    • These options have made the Display Resolution, Render Resolution, and Upscale UI settings obsolete, so they have been removed.

  • File->Open and File->Save As now open the native Windows file selection dialog
  • Added "Browse" buttons to the main menu for game directory and map file selection. Clicking on these brings up the native Windows file selection dialog
  • You can now load the map-wide overlay image dynamically through Tools->Load Map-Wide Overlay
  • The minimap and megamap (F12) work again
  • All object properties windows (for buildings, vehicles, and infantry) now have an arrow button next to the "Attached tag" field. Clicking on this button opens the trigger that is attached to the object's attached tag.
  • Editor themes have been unhardcoded. You can now modify them through Config/EditorThemes.ini
  • Implemented preset options for script actions that reference houses
  • Implemented graphics preview for pasting of overlay. This might come with a slight performance impact when you copy a lot of overlays, but it didn't seem too bad in some quick testing.
  • You can now scroll the tile selection interface using the Up and Down arrow keys

Bugfixes and improvements:

  • WAE's fullscreen mode (F11) now properly takes multiple monitors into account and maximizes the window on the monitor where the application is currently shown instead of always using the primary monitor's resolution as the window size (and thus ending up too big on secondary monitors that were smaller in resolution than the primary monitor)
  • The editor now supports defining -1 (meaning none) as the Waypoint of TeamTypes
  • Fixed a crash when drawing an animation that had no graphics
  • Fixed a crash when drawing a building that had no graphics
  • Fixed a crash when deleting or unselecting a house in the Houses window
  • Fixed a bug where the editor failed to properly parse SHP frames that were more than 256 pixels wide
  • Fixed a bug where damaged buildings drew the regular shadow instead of the shadow of the damaged frame
  • Fixed a bug where the image of a structure was not immediately refreshed when its HP condition changed
  • Fixed a bug where AUto-LAT only supported one base LAT ground type for a LAT
  • Improved object sorting for rendering. This fixes some z-issues with buildings
  • You can now place smudges over already placed smudges when placing smudge collections
  • Smudge collections now constantly get their image randomized in placement mode to make it clearer that you are placing one of a collection
  • Fixed a bug where the scroll bar of the sidebar object selector was not updated when categories were expanded through searching
  • Improved the usability of the "Check distance" tool
  • Fixed animations not being rendered on map-defined buildings
  • Made some messages about map errors more detailed
  • The waypoint placement tool now uses a diamond-shaped cell cursor
  • Improved the texture of the "Framework mode" button (Credits: Bittah Commander)

Height support:

  • Fixed deletion mode cursor action not taking cell height into account
  • Fixed copy/paste of terrain not properly taking height levels into account
  • Fixed low bridge placement cursor not taking height levels into account
  • Fixed "Check distance" tool not taking height levels into account
  • Fixed tunnel rendering not taking 2D mode into account
  • Fixed terrain copying cursor not taking 2D mode into account
  • Fixed terrain generation cursor taking 2D mode into account
  • Fixed tube deletion cursor not taking 2D mode into account
  • Fixed Change Techno Owner cursor not taking 2D mode into account
  • Fixed Tiberium value calculation cursor not taking 2D mode into account
  • Fixed waypoint placement cursor not taking 2D mode into account

Game-specific:

  • ts-patches (TS): Added support for new CreateAutoSave trigger action
  • Phobos (YR): Trigger events, actions, and script actions can now use any ID number
  • Phobos (YR): Added support for integer-type local variables


For further information about C&C World-Altering Editor, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. C&C World-Altering Editor is available for download Here. And that's all for now! Have fun and enjoy C&C World-Altering Editor!


Key Words: #News #Release #TiberianSun #Firestorm #CnCWorldAlteringEditor #TSClient 

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