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