Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Feb 23, 2024 10:49 am
All times are UTC + 0
C&C World-Altering Editor v0.9.7 has been released!
Moderators: Global Moderators
Post new topic   Reply to topic Page 1 of 1 [1 Post] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Banshee
Supreme Banshee


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

PostPosted: 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!
Reply with quote  Mark this post and the followings unread

^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])


You can learn more about C&C World-Altering Editor by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. You can download C&C World-Altering Editor v0.9.7 Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C World-Altering Editor!


Key Words: #News #Release #TiberianSun #Firestorm #RedAlert2 #YurisRevenge #CnCWorldAlteringEditor #TSClient 

_________________


Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now!

Back to top
View user's profile Send private message Visit poster's website Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [1 Post] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You cannot post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1690s ][ Queries: 11 (0.0085s) ][ Debug on ]