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C&C World-Altering Editor now officially supports Yuri's Revenge!
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Jan 08, 2024 10:11 pm    Post subject:  C&C World-Altering Editor now officially supports Yuri's Revenge! Reply with quote  Mark this post and the followings unread

The C&C World-Altering Editor (WAE) is a new open-source map editor to replace FinalSun and FinalAlert 2.

It has been in use for some time in other parts of the community, first in Dawn of the Tiberium Age, and then Tiberian Sun.

After our first official TS-supporting release in last August, we've been working on features necessary for Yuri's Revenge support, and we've now reached the point where the editor can act as a full replacement for FinalAlert 2 - assuming there's no serious bugs, of course.

For more information about WAE, see my release blog post from last August: https://www.moddb.com/members/rampastring/blogs/releasing-the-cc-world-altering-editor-for-tiberian-sun

This is only a first implementation of proper Yuri's Revenge support and so there might be bugs. If you encounter any, please report them and we will fix them for the next release!

You can download WAE from the following link:
https://github.com/Rampastring/TSMapEditor/releases/

To run WAE, you need to install the 64-bit .NET 7.0 Desktop Runtime from Microsoft: https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-7.0.9-windows-x64-installer

You also need a 64-bit system and a DirectX 11 compatible GPU.

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Last edited by ^Rampastein on Mon Jan 15, 2024 11:45 am; edited 1 time in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jan 08, 2024 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for all your hard work on this project, I look forward to trying WAE out in the future.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Jan 09, 2024 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Congrats on a YR release of WAE.

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adamstrange
Cyborg Cannon


Joined: 07 Mar 2013

PostPosted: Tue Jan 09, 2024 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I tryied to make a new map and got this message.
Also it crashes when loading a map.



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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Jan 09, 2024 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
I tryied to make a new map and got this message.
Also it crashes when loading a map.


That's a graphics driver issue. What is your graphics card?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Jan 09, 2024 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Terrain Expansion seems to have issues. I see the added terrain as an option, but almost none of it is selectable.



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Jan 10, 2024 12:44 am    Post subject: Reply with quote  Mark this post and the followings unread

For mods, any new mix files has to be listed in Config\FileManagerConfig.ini. TX adds new mix of expandmd06.mix.

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adamstrange
Cyborg Cannon


Joined: 07 Mar 2013

PostPosted: Wed Jan 10, 2024 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
That's a graphics driver issue. What is your graphics card?

Intel HD Graphics 4000 on an older laptop.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Jan 10, 2024 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had a similar issue to Adamstrange.

Editor crashes loading Mod Mixes, I assume because it's taking ages to load everything?

Cutting down to just the TX loads fine, but it's when I add my graphics mixes the game throws a fit.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Jan 12, 2024 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Cutting down to just the TX loads fine, but it's when I add my graphics mixes the game throws a fit.


If you have a very high number of assets, you could be running out of memory (or video memory).

I'm taking some steps to heavily reduce RAM and VRAM use in future builds to solve this issue.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Jan 15, 2024 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread


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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Jan 16, 2024 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Excellent. Editor loads all my graphics pretty quickly and with few issues.

Graphics with custom Palettes don't display correctly, despite the editor insisting on them when loading, and loading of YRM/YRO/MPR files would be nice too, as the editor only seems to want to read .MAP files at the moment.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Jan 29, 2024 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
loading of YRM/YRO/MPR files would be nice too, as the editor only seems to want to read .MAP files at the moment.


If you click on "Browse" the editor should display YRM and MPR files as well. We'll also bring that functionality to the main menu's file browser at a later point though.

********

Version 0.9.7 is out: https://github.com/Rampastring/WorldAlteringEditor/releases/tag/v0.9.7

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Feb 06, 2024 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

So great to see! I bounce around between like 50 different projects at a time but my current obsession is with a YR mod. The voxel support is also nice.

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lzj3478111
Civilian


Joined: 12 Mar 2024

PostPosted: Thu Mar 21, 2024 1:20 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Good job! But i am not sure where to find these two basic functions.
First, how to delete bridge?
And, how to set spawn points for players?
Additionally, can we actually "move" the visible area window in minamap? It seems that we can only click here and there.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Mar 21, 2024 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. From Overlays -> Erase Overlay.
2. Waypoints 0-7 are player 1-8 start locations. Place waypoints 0-7.
3. Edit Map Size -> visible area.

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