Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: 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!
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
- 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 _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
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