Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Jan 30, 2024 1:55 pm Post subject:
C&C World-Altering Editor v0.9.7 has been released!
Subject description: Now with a monster that rises from the ground ready to eat your vehicles!
^Rampastein, the leader of C&C World-Altering Editor, has published C&C World-Altering Editor v0.9.7 a while ago. For your information, C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun Red Alert 2, and its expansions. It originally started as a map editor for Dawn of the Tiberium Age. The changes from C&C World-Altering Editor v0.9.7 were announced with the following words:
Quote:
Minor release that implements most remaining missing functionality compared to FS/FA2, provides various enhancements and fixes bugs.
Contributors: Rampastring, ZivDero, Morton
Full change log compared to previous release:
Enabled maximize box in WAE window title bar
Added support for adjusting tile height on placement with keys (default: PageUp and PageDown)
Added a C# script for counting all credits on the map
You can now assign colors to waypoints
Added a hover-on preview for the Stealth Generator radius
Added a hover-on preview for the Sensor Array radius
Added a hover-on preview for the Gap Generator radius
Added a starting level selector to the "Create new map" window (enable only when height levels are enabled, so excludes DTA)
Added a tool for placing down a veinhole monster
(TS) Added Veins into the Connected Overlays selector
(RA2/YR) Added support for parsing string tables (.csf files) and selecting string table entries as trigger parameter values
(RA2/YR) Added support for building IdleAnims and SuperAnims
(RA2/YR) Added support for parsing ElitePrimary=, EliteSecondary=, as well as IFV weapons
Modified MIX loading to act more like the game. This means that files in earlier-loaded MIX files are preferred in case of conflicts
Added support for loading "indexed" and "wildcard" MIX names commonly used by TS and RA2/YR and their mods, such as EXPANDxx.MIX, EXPANDMDxx.MIX, ECACHExx.MIX and ECACHE*.mix
Search in object selection windows and TileSet search are now filter-based
You can now press Enter to select the active item in the object selection windows
The editor now runs at a much lower framerate when it is not the active window to save power
Waypoints are now drawn as cell-shaped instead of as rectangles
The editor now applies a default brush size when height tools are activated. For the "raise ground" tools, this is 3x3, while for the "lower ground" tools, this is 2x2
Improved origin height level calculation for tile placement to always calculate the origin height like brush size was 1x1, irrespective of the real brush size (to match FS/FA2 behavior)
Adjusted origin height level calculation algorithm to allow directly replacing back cliffs with other back cliffs
Voxel rendering has been minorly optimized
Fixed a bug where tile rendering did not properly take preview height level into account
Fixed a bug where cliffs were sometimes not getting completely rendered
Fixed a bug where the 2x2 sized ground raising brush was able to break terrain with existing ramps
Fixed a crash when attempting to render a unit with an empty voxel model
Fixed a crash when attempting to load a map that contains invalid or non-existent TaskForce entries
Fixed a bug where the "Calculate Credits" tool did not take the outermost line of cells into account when calculating credits for the area
Fixed a bug where the terrain generator counted "Beach" (0xA) terrain as passable for land units
Fixed a bug where the editor could add a type to a typelist multiple times if it existed multiple times within a defining INI section (e.g. [BuildingTypes])
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