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C&C World-Altering Editor v0.9.7 has been released!

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^Rampastein, the leader of C&C World-Altering Editor, has published C&C World-Altering Editor v0.9.7 a while 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. The changes from C&C World-Altering Editor v0.9.7 were announced with the following words:

Quote:
Minor release that implements most remaining missing functionality compared to FS/FA2, provides various enhancements and fixes bugs.

Contributors: Rampastring, ZivDero, Morton

Full change log compared to previous release:

  • Enabled maximize box in WAE window title bar
  • Added support for adjusting tile height on placement with keys (default: PageUp and PageDown)
  • Added a C# script for counting all credits on the map
  • You can now assign colors to waypoints
  • Added a hover-on preview for the Stealth Generator radius
  • Added a hover-on preview for the Sensor Array radius
  • Added a hover-on preview for the Gap Generator radius
  • Added a starting level selector to the "Create new map" window (enable only when height levels are enabled, so excludes DTA)
  • Added a tool for placing down a veinhole monster
  • (TS) Added Veins into the Connected Overlays selector
  • (RA2/YR) Added support for parsing string tables (.csf files) and selecting string table entries as trigger parameter values
  • (RA2/YR) Added support for building IdleAnims and SuperAnims
  • (RA2/YR) Added support for parsing ElitePrimary=, EliteSecondary=, as well as IFV weapons
  • Modified MIX loading to act more like the game. This means that files in earlier-loaded MIX files are preferred in case of conflicts
  • Added support for loading "indexed" and "wildcard" MIX names commonly used by TS and RA2/YR and their mods, such as EXPANDxx.MIX, EXPANDMDxx.MIX, ECACHExx.MIX and ECACHE*.mix
  • Search in object selection windows and TileSet search are now filter-based
  • You can now press Enter to select the active item in the object selection windows
  • The editor now runs at a much lower framerate when it is not the active window to save power
  • Waypoints are now drawn as cell-shaped instead of as rectangles
  • The editor now applies a default brush size when height tools are activated. For the "raise ground" tools, this is 3x3, while for the "lower ground" tools, this is 2x2
  • Improved origin height level calculation for tile placement to always calculate the origin height like brush size was 1x1, irrespective of the real brush size (to match FS/FA2 behavior)
  • Adjusted origin height level calculation algorithm to allow directly replacing back cliffs with other back cliffs
  • Voxel rendering has been minorly optimized
  • Fixed a bug where tile rendering did not properly take preview height level into account
  • Fixed a bug where cliffs were sometimes not getting completely rendered
  • Fixed a bug where the 2x2 sized ground raising brush was able to break terrain with existing ramps
  • Fixed a crash when attempting to render a unit with an empty voxel model
  • Fixed a crash when attempting to load a map that contains invalid or non-existent TaskForce entries
  • Fixed a bug where the "Calculate Credits" tool did not take the outermost line of cells into account when calculating credits for the area
  • Fixed a bug where the terrain generator counted "Beach" (0xA) terrain as passable for land units
  • Fixed a bug where the editor could add a type to a typelist multiple times if it existed multiple times within a defining INI section (e.g. [BuildingTypes])


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. You can download C&C World-Altering Editor v0.9.7 Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C World-Altering Editor!

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