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C&C World-Altering Editor v1.0.0 (Official release!) is now here!
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Banshee
Supreme Banshee


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

PostPosted: Wed Mar 13, 2024 4:52 am    Post subject:  C&C World-Altering Editor v1.0.0 (Official release!) is now here!
Subject description: Altering the C&C map editing world forever!
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Aloha! ^Rampastein, the leader of C&C World-Altering Editor, has published C&C World-Altering Editor v1.0.0 moments ago. For those who are not acquainted with it, 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 updates from C&C World-Altering Editor v1.0.0:

Quote:
It's time to celebrate! The first feature-complete build of the World-Altering Editor.

Change log from the previous build (v0.9.9.4):

  • Added a tool for checking the distance between two points using a pathfinding algorithm
  • The "About" window now also shows the release version in addition to the build number
  • Implemented remapping of Tiberium for the sidebar overlay preview
  • Slightly cleaned up rendering code
  • Fixed a bug where ground-raising tools could raise terrain all alongside the edge of the map when used on the (visually) easternmost edge of the map
  • Fixed a bug where frames in the overlay frame selector were completely black
  • Fixed a bug where the lighting of object replacement texts could flicker
  • Fixed a bug where a placed light post would "exist twice" on its own cell
  • Fixed a bug where the start and end point visual indicators in the distance check tool did not take zoom level into account
  • Fixed crashes if a terrain generator preset contained too many entries for smudges, terrain objects, or terrain tiles







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. Download the latest version of C&C World-Altering Editor Here. And that's all for now! Have fun and enjoy C&C World-Altering Editor!


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

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Mar 14, 2024 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread


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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Apr 28, 2024 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

New update, v1.0.1

Download from https://github.com/Rampastring/WorldAlteringEditor/releases/tag/v1.0.1

- Added support for configuring certain tilesets to connect to specific LAT types
- Added support for optionally loaded theater MIX files
- (TS) Added advanced trigger editor tool for wrapping a trigger in Disable/Enable speech actions, commonly used when spawning reinforcements
- (YR) Added support for setting custom event, action and script action IDs in preparation for supporting Ares and Phobos scripting elements
- BwP (Building with Property / Building Target) selection window now lists INI names of building types
- SHP vehicles in the sidebar now face southeast instead of north
- Off-map waypoints are now moved inside of the map instead of deleting them when a map is loaded
- Unhardcoded Tiberium overlay types/indexes
- Fixed an issue where raised cells at the top edge of the map were drawn outside of the map render target
- Fixed a crash when using WAE's internal file browser to navigate above drive root level
- Fixed a bug where a 0x0 foundation building could unintentionally be inserted multiple times on a cell
- Fixed a crash when using the 2x2 ground raising brush on the edge of the map
- Fixed a crash on loading a map when an AITrigger had specified a nonexistent secondary team type
- Fixed a crash when the cursor was hovered over cells that had invalid sub tile index data
- Fixed a bug where ice growth overlay display and ice growth toggling cursor actions ignored cell height levels
- Fixed a bug where the value of Tiberium was potentially calculated as too high
- (YR) Fixed a bug where preset parameters for the "Do This" script action were incorrect in the YR configuration

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Apr 28, 2024 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

can this thing edit scripts/events ?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Apr 29, 2024 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
can this thing edit scripts/events ?


Yes. Here's a screenshot of the trigger editor



news-5.png
 Description:
 Filesize:  406.3 KB
 Viewed:  1127 Time(s)

news-5.png



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Apr 30, 2024 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

A small thing, but I think "duplicate" sounds better than "clone" for the purpose.

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