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Catching up with C&C World-Altering Editor v1.3.0!
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Banshee
Supreme Banshee


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

PostPosted: Sun Oct 13, 2024 10:00 pm    Post subject:  Catching up with C&C World-Altering Editor v1.3.0!
Subject description: Now with a proper Z-buffer. X and Y will have to wait an eternity for this one!
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Hi everyone! One program that has received a lot of development efforts and releases in these latest weeks was C&C World-Altering Editor. A week ago, C&C World-Altering Editor v1.3.0 was released by ^Rampastein. 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 v1.3.0:

Quote:
This release brings further rendering improvements along with a lot of bug fixes.

Depth is now rendered at an individual level for each pixel, fixing edge cases where nearby objects like trees were incorrectly drawn above or below buildings that were not square in shape.



WAE also has a new height cursor, which is visually stronger than before. Now, you can see the cell's height from the number of dashed lines.



Full changelog:
  • Implemented pixel-based depth rendering
  • Changed height cursor to be stronger and dashed
  • Improved logic for cloning triggers for easier difficulty levels. The function will no longer create duplicate (based on name) TaskForces and Teams if you clone multiple triggers that use the same instance of a team
  • Waypoints outside of the camera view are no longer drawn. This can slightly improve performance on maps with high amounts of waypoints
  • Base nodes outside of the camera view are no longer drawn. This can slightly improve performance on maps with high amounts of base nodes
  • Fixed a bug where voxel rendering could cause terrain to flicker
  • Fixed a bug where large buildings got dragged and moved on double-click unless they were clicked on the top-most foundation cell
  • Fixed a bug where AITrigger per-difficulty cloning did not save Medium-difficulty AITriggers
  • Fixed a bug where Auto-LAT could cause graphical artifacts (black tiles) to appear
  • Fixed a bug where Auto-LAT was previewed over an area 10 times larger than intended
  • Fixed a bug where overlay was drawn over units
  • (RA2/YR + Ares) Fixed a crash when a building used custom foundation shapes
  • Updated SixLabors.ImageSharp 3rd party library to fix potential security issues


But, as I said, a lot has happened since our last news report about the version 1.1.8.

Version 1.2.0 came with a partially rewritten and much more optimized renderer that should work more smoothly, especially when painting terrain on low-end PCs and a new "Copy Custom Shape" tool.

Version 1.2.1 and 1.2.2 improves the work done on 1.2.0.

Version 1.2.3 implemented precise infantry selection and improved the rendering work from 1.2.0.

Version 1.2.4 fixed a bug where buildings that had no main shape (for example, helipads or service depots that consisted only of a bib) were not rendered at all.


You can check more information about C&C World-Altering Editor by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download C&C World-Altering Editor v1.3.0 Here. And this is all for today! Enjoy C&C World-Altering Editor and provide your feedback about it so it can get better.


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

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Oct 14, 2024 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread


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