Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Dec 13, 2023 1:40 am Post subject:
C&C World-Altering Editor v0.9.4 is its latest version!
Subject description: Painting the world, altering the reality!
Are you picking this up? Good! Sorry for the long time silence in recent weeks. I have been dealing with a lot of tasks at once in my real life recently and in the next two or three months, and it is hard to keep up with everything. Anyway, back to what really matters, a lot of interesting news happened during our silence and one of them is that ^Rampastein announced a new version of C&C World-Altering Editor called C&C World-Altering Editor v0.9.4 a few weeks ago. For those who are not acquainted with it, 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 are the updates from C&C World-Altering Editor v0.9.4:
Quote:
There is a new update with some new features and several fixes.
Contributors: Rampastring, ZivDero, Crimsonum
Change Log:
Added an area preview for pasting terrain
Added a context menu into the TaskForces window unit list
Added a selection window for trigger action tag parameter value selection (for "Destroy Tag" etc. actions)
Added tool for painting connected overlay (walls)
Added support for drawing high bridges
Added parameter value suggestion context menus for certain types of trigger event and action parameters (waypoints, locals, globals, "Center Camera on Waypoint", "Meteor Shower"). For locals and globals, this replaces the previous selection window interface
Added support for RA2/YR-introduced optional P3Type in trigger events
Added support for inputting decimal numbers (Float TriggerParamType) for trigger actions 71 and 72
Added "Clone Action" option into script action context menu
Widened the script list in the scripts window
TeamType flags can now be customized. This enables WAE to support YR and engine extension additions to TeamType flags
Improved the handling of terrain height when copy-pasting and painting terrain
The cell info display now displays the mission of Foot objects (vehicles, infantry, and aircraft) on the cell
Facing arrows are now drawn for buildings with voxel turrets and for spotlight towers
Facing arrows are now slightly wider
CellTags are now drawn with a cell-shaped checkerboard pattern
CellTags indicators are now drawn with the color of the trigger that is attached to the CellTag's tag
Pasting copied smudges now replaces existing smudges in the area
Fixed a bug where WAE did not write an "end of LZO data" marker to the IsoMapPack5 stream, which caused the map's most southeastern detailed cell to get erased into a 0-height clear tile when saving the map
Fixed a crash when loading a map that had a terrain object outside of the usable map area
Fixed a bug where the displayed terrain generation area was offset wrong by 1 cell
Fixed a bug where an empty condition object string in an AITriggerType was written as an empty string instead of <none>, causing the AITriggerType to get "corrupted" so that WAE failed to load the AITriggerType next time when you opened the map
Fixed a bug where the "Easy", "Normal", and "Hard" trigger difficulty checkboxes were not functional
Fixed parsing of Rules.ini side list
Fixed ActsLike to point to Houses instead of Sides
Fixed WAE to write the default value of trigger parameter 7 (which is usually of "WaypointZZ" type) as A instead of 0
Fixed a bug where loading a map with a missing IsoMapPack5 section resulted in the loaded map being entirely blank
Fixed a bug where WAE did not detect a weapon type in Rules if it had only been defined as an elite weapon for a unit without having been referenced elsewhere
Fixed WAE missing the "Play Animation" team script action, which also caused the "Display Talk Bubble" team script action not to function
Fixed a bug where the LAT panel did not correctly auto-wrap to the next line in case there were more defined LATs than could fit on one line
Fixed a bug where high bridges were drawn at an incorrect height level
Fixed a bug where the background darkening effects of several windows did not always fill the entire window if you had resized WAE's window after startup
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