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