Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Mar 11, 2024 4:40 am Post subject:
C&C World-Altering Editor v0.9.9.2 (RC2) is out!
Subject description: After the competition gets the spotlight, we need to preview all lights and spotlights properly in our maps!
One vision, one purpose! ^Rampastein, the leader of C&C World-Altering Editor, has published a new release candidate version of C&C World-Altering Editor called C&C World-Altering Editor v0.9.9.2 (RC2). 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. Here are the changes and the fun stuff from C&C World-Altering Editor v0.9.9.2 (RC2):
Quote:
We decided to include a few more features in v1.0 after all. It also features a significant number of bug fixes.
Contributors: Rampastring, Starkku, ZivDero
Full change log:
Added support for light posts in map lighting preview
Added support for Level and Ground lighting keys
Added sidebar preview for voxel units
Added a map issue check for a trigger having too many actions
Added parsing of SuperWeaponTypes from Rules and suggesting them for trigger events and actions that refer to SuperWeaponTypes
Improved tunnel tube placement tool
TechnoType selection window now includes names and indexes of Technos in addition to only the INI names
The editor now immediately asks for a trigger event or action type when adding a new trigger event or action
Sub-windows that are too large to fit within WAE's window are now centered
Fixed crashes when a voxel unit had no voxel graphics or had an empty voxel graphic
Fixed a crash when a building had more upgrades than specified as its maximum number of upgrades in Rules.ini
Fixed a bug where sidebar building previews could sometimes contain parts of other buildings
Fixed a bug where AITriggers' Secondary team was assigned to be the same as the Primary team when loading a map
Fixed a bug where placing down a vein-hole monster did not trigger a screen redraw
Fixed a bug where color index 0 was drawn on voxels
Fixed a bug where voxel units that had only a turret but no main body were drawn as text
Fixed a bug where buildings that only had a turret but no main body were drawn as text
Fixed an issue where terrain generator presets did not support tilesets that contained a comma in their name
(YR) Fixed the CellTag graphic not being large enough to fill a cell
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