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C&C World-Altering Editor v1.0.1 has been released!
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Banshee
Supreme Banshee


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

PostPosted: Fri May 03, 2024 2:15 am    Post subject:  C&C World-Altering Editor v1.0.1 has been released!
Subject description: Triggering new mappers to take action!
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Welcome back, commander! For those wondering about my recent silence, I humbly ask you not to mistake me for a corpse. I've been on low power due to several real-life matters (some are still ongoing) and the fact that I have been surviving with only limited internet from my mobile phone for over a month. The fixed internet plan that I had here was taken down without warning (and they are still charging for it), and there is no fiber nearby despite the fact that I am less than 600 meters away from Madonna right now. If you understand what is going on in Rio de Janeiro right now, you'll figure out that I live in a very touristy region. So, it is being tough times here and I've been keeping things running here merely from the shadows. I don't know when I'll have unlimited internet again here.

Anyway, back to what matters, our friend ^Rampastein, the leader of C&C World-Altering Editor, has been busy recently in order to release C&C World-Altering Editor v1.0.1 a couple of days 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. Here are the official words about C&C World-Altering Editor v1.0.1:

Quote:
Minor post-release patch. Mainly fixes some bugs.

Contributors: Rampastring, Starkku, ZivDero

  • 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 subtile 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


Here's a picture with the advanced trigger editor tool:




For further information about C&C World-Altering Editor, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download C&C World-Altering Editor v1.0.1 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 

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