Vengi 0.0.27 has been released!
Sep 20, 2023 - 00:04
Hello everyone! Vengi 0.0.27 has been published by mgerhardy recently. For those who are not acquainted with it, Vengi is a voxel engine that includes VoxEdit, a voxel art editor that supports several volumetric pixel file formats, such as Command & Conquer vxl, Minecraft, Quake 1 bsp, Ace of Spades vxl, as well as some other voxel editors such as Goxel and MagicaVoxel. Here is what we know about Vengi 0.0.27:

Quote:
Changelog
A more detailed changelog can be found on github.

Join our discord server.

See the documentation for further details.

Known issues.

0.0.27 (2023-09-19)
Breaking changes:

  • Renamed globals for Lua scripts. Added a g_ prefix to them. You have to adapt your scripts

    to work with the latest version with vengi (if you use them):

    • scenegraph is now g_scenegraph
    • palettemgr is now g_palette
    • noise is now g_noise
    • cmd is now g_cmd
    • var is now g_var
    • XvecX is now g_XvecX (ivec3 is for example g_ivec3)

General:

  • Added cvar voxformat_pointcloudsize for point cloud formats
  • Added Polygon File Format (ply) mesh and point cloud support (ASCII and binary)
  • Fixed regression with GLTF exports
  • Added a new Lua script to slice a node into smaller pieces
  • Expose shape generators to Lua
  • Fixed color intensity handling for kvx files
  • Added write support for kvx format (used in e.g. voxel doom and eduke3d)
  • Added support for Voxel3D v3a format

VoxEdit:

  • Fixed regression about not rendering the shape volumes anymore
  • Implemented scene graph panel drag-and-drop popup
  • Added brush support and new editing features
  • Fixed spurious crashes for windows

oasis



Minecraft greenfield



lospec ui integration



For further information about Vengi and VoxEdit, visit the Topic at PPM Forums, Official Website, and Discord Channel. You can grab the latest version of Vengi and VoxEdit by clicking Here. And this is all for today! Enjoy Vengi and provide your feedback about it so it can get better.

Hello, ladies and gentlemen! The developers from Dawn of the Tiberium Age have recently shared some bits of the recent progress on their project. For those unaware of what is being written here, Dawn of the Tiberium Age is a stand-alone mod for Tiberian Sun that combines Tiberian Dawn (Command & Conquer 95) and Red Alert featuring a classic mode and an enhanced mode. Here is what was shared about it on ModDB:

Quote:
DTA: Covert Revolt Development Update



Greetings Commanders!

We shared some news about our upcoming Covert Revolt (CR) singleplayer campaign during our TS 24th Anniversary live-stream event last month. This news post echoes the news for those who missed the stream.

If you haven't heard about the CR campaign before, check out our earlier news post and trailer!









The image above outlines the CR features we revealed during the stream. Consider this information additive to what we revealed last year - all the points that we revealed last year still apply, aside from the length of the campaign. I'm going to keep it simple and just explain each point in detail :

  • There is a branching storyline - CR has multiple points where you can make decisions that affect how the story will play out.
  • Currently I have 7 different endings planned for the campaign. Which one you get depends on what choices you make through your journey.
  • CR has 3 primary routes or branches: A, B, and C, which all have 2 or 3 different endings. Choices made during the early missions will decide which routes you end up on. Each route contains a unique set of missions - they're not just copy/pasted versions of each other, but each route can be considered a full campaign of its own.
  • Each route of CR contains between 14 and 20 missions. All routes of the campaign, when combined, will contain a total of over 30 original missions for you to play! Each mission also contains cutscenes with the "visual novel" style system that we revealed last year.

    • This means that one playthrough of the campaign can be expected to take around 20 hours (+- 5 hours, depending on your skill level and chosen difficulty), while a full "completionist" playthrough of all routes can take up to 50 hours.

  • I recently asked the public for testers, and a great number of people volunteered to test the campaign. In addition to people in our staff, this means that CR missions are getting a lot of playtesting and improvements based on feedback - you can be sure the experience will be polished when you eventually jump into the campaign yourself!
  • CR missions contain dozens of optional objectives. They bring a variety of effects - some tie into the branching storyline, some make the current mission easier, others make future missions easier or different, etc.
  • As said last year, I have paid special attention to difficulty scaling in this campaign. Our good number of playtesters have further helped with getting the difficulty scaling right. Easy is easy, while Hard is hard. Everyone who has beaten the original WW C&C campaigns should be able to also beat CR on the easiest difficulty levels and routes, while veterans will find themselves greatly challenged by the hardest difficulty levels.

Unfortunately, I also have to announce a delay for the campaign's release date. As originally announced, I wanted to release CR this year already. However, I realized that fleshing out all branches of the storyline so that the story does not feel "rushed" or otherwise low-quality at any point requires a greater number of missions. This is why the number of missions has increased from last year's 20+ to 30+, which has forced me to push the release date to the first half of next year.

I hope this delay will be worth it in the campaign's quality when it eventually reaches your hands next year.


Other upcoming updates













While CR is our biggest project at the moment, it is not everything that we've been working on. To keep you entertained during the wait, we are preparing big changes to our Skirmish AI. Particularly, it is in the process of learning to expand its base towards multiple resource fields, which will make it a much more competent, human-like, and simply fun opponent to face on most maps.

This change will also make AI more fair to play against because its expansion has allowed us to radically reduce its cheats while still roughly retaining its original difficulty. Thus, it will be possible to utilize various tactics against the AI that previously have mainly only worked against humans. For example, the AI is now vulnerable to economic starvation by hunting its harvesters, and eliminating its refineries or factories with flank attacks is now also easier to achieve (because its base is not only one big blob).

We will release a separate news post about all features of the new AI when we will eventually release it, sometime later this autumn. So, stay tuned for more updates, Commanders!


You can learn more about Dawn of the Tiberium Age by visiting the Forums at PPM, ModDB Profile, Discord Channel, and YouTube Video Channel. And that's all for now!

Welcome back, commander! The team from Dawn of the Tiberium Age has recently shared their recent progress on their project at PPM Forums. And today's spotlight goes to the AI bots and the way they expand their base. For those unaware, Dawn of the Tiberium Age is a stand-alone mod for Tiberian Sun that combines Tiberian Dawn (Command & Conquer 95) and Red Alert featuring a classic mode and an enhanced mode. Here is the official announcement from Dawn of the Tiberium Age:

Quote:
We have once again done the impossible.

This might look like a base built by a skilled human player who knows how to expand. But it is not. Instead, it is built by our new Advanced AI!

This AI expands through the map from one resource field to another. Once it has reached a resource field, it places a Refinery next to it, and then continues expanding to another one!

The AI also builds extra factories to bump up its unit production speed, depending on how many fields it has managed to expand to.

This makes the AI play far more competently on large maps with many resource fields and makes matches vs. the AI much more exciting and dynamic compared to the original TS engine AI, which preferred sitting in its own corner for the whole match.

Thanks to this smarter AI expanding logic, we were also able to heavily cut the AI's cheats while still having it be roughly as difficult as our old AI was! This opens the room for many human-like tactics to work against the AI, such as starving it by hunting down its harvesters!





If you enjoyed it, provide your feedback straight to the original topic about it at the Dawn of the Tiberium Age Forums at PPM, where you can also look at these picture in their full size.

You can check more information about Dawn of the Tiberium Age by visiting the Forums at PPM, ModDB Profile, Discord Channel, and YouTube Video Channel. That's all, folks! Stay tuned at PPM for more news coverage on Dawn of the Tiberium Age!

Greetings, commander! W3D Hub, the developers of Tiberian Sun: Reborn, has published their bugpocalypse patch known as Tiberian Sun: Reborn 2.0.1.0 a while ago. For your information, Tiberian Sun: Reborn is a first-person shooter game that uses Command & Conquer Renegade engine, and it recreates the Command & Conquer: Tiberian Sun universe as FPS. The changes from Tiberian Sun: Reborn 2.0.1.0 were announced with the following words:

Quote:


We've just released Tiberian Sun: Reborn version 2.0.1.0! Our focus on this release was to fix bugs and improve the overall balance of the game. The notes below should cover all of the changes we've made in the past couple of weeks.

We'd also just like to take this opportunity to thank everyone who has picked up the game and joined battles on the server. It's really nice to see that Reborn still has the power to inspire and excite people even after all of these years, so thank you for putting big smiles on our faces.



General

  • New objective marker system for detecting units with the Mobile Sensor Array. This fixes a bug with the HUD related to being in the range of an enemy MSA
  • Players no longer have their inputs stuck when their deployed vehicle is destroyed while transitioning
  • Adjusted key mappings to assign default hotkeys to the extended options hotkeys list for clean installations. This may result in some keybind popup spam on the first game join, but it has been shown in testing to work
  • Color-coded the HUD health bar to green, yellow, and red
  • Fixed server instabilities



Score System

  • The building score system has been overhauled such that damage/repairs are based on a percentage of the building’s maximum HP: 37.5% for damage, 25% for repair, 25% for bounty, 10% for defense bounty

    • This varies for small structures

  • Large critical structures give 250 points to the team, non-critical large structures give 300 points to the team, and an additional amount is awarded to the team multiplied 250 by the player count



Radar Compass

  • Ghost Stalker/Cyborg Commando blips have been changed (set to exclamation marks)
  • Mammoth Mk II blip has been changed (set to target)
  • Blips get smaller if they are above/below you



Maps

  • Fixed a good number of stuck spots, terrain holes, floating objects, misaligned objects, visible objects that should be invisible, and other small, general map issues
  • Reinforcement harvesters have generally had pathfinding improvements across the board, including fixes in a lot of cases where they were dropped by the Carryall and drove nowhere
  • Adjusted the transparency of water on several maps to make it more consistent
  • Adjusted the drown zone height on several maps to make it more consistent where you start drowning (and you can’t walk as deeply into the water), also added drown zone on any maps where it was missing

    • TS_Anchorage

      • Added basic underwater terrain
      • Moved a GDI aircraft spawner away from the Refinery to a spot between the Construction Yard and War Factory

    • TS_Cliffs

      • Fixed improperly placed no-dig zone in the GDI base and extended its coverage to the Nod base
      • Adjusted lighting

    • TS_Dam

      • Adjusted a bit of the vehicle-blocking clutter in the bases
      • Fixed a bug allowing AAPC and MLRS to drive into the deep water
      • Made slight adjustments to the ramps leading to the upper infantry routes
      • Adjusted the out-of-bounds zone so it doesn't affect infantry up top where it shouldn't

    • TS_Drought

      • Bases got internally flipped with Power Plants on the inside loop
      • Cut a path through the Tiberium Field
      • Silos changed to blue

    • TS_Field

      • Added no-dig zone to the Nod base
      • Filled in a no-dig zone gap at the back of the GDI base

    • TS_GrandCanyon

      • Added two Sam Sites to Nod interior walls
      • Cleaned up map issues

    • TS_Isles

      • Fixed missing ability for MLRS and AAPC to drive on top of the water
      • Mobile Repair Vehicles no longer spawn stuck in the Nod War Factory
      • Expanded the no-dig zone behind the GDI base
      • Adjusted Laser Turret displacement (removed coastal turret)
      • Adjusted Sam Site displacement (rear War Factory Sam is now on the roof)
      • Added civilian buildings
      • Added GDI corner walls where applicable
      • Minor adjustments to aircraft landing points

    • TS_OmegaCity

      • Fixed erroneous out-of-bounds warning in the Hand of Nod basement
      • Fixed Nod outpost repair section, including removing the stuck MRV
      • Removed one rear Nod SAM site and adjusted the others
      • Adjusted water zone so players can’t travel so deep without taking damage
      • Silos changed to blue

    • TS_Snow

      • Added a Tiberium Silo for each team

    • TS_TaintedLegacy

      • Added an underwater zone to the lake

    • TS_Tiber

      • Removed phantom GDI/Nod Construction Yards




Balance Changes

We've made a ton of changes to the game based on your feedback in the Discord Feedback Hub. Please keep the feedback coming, as it's really valuable for us to know how you're all perceiving the game. Thanks to everyone who has spent time to give feedback so far!

The main aim of the changes in this release was to re-center the balance of vehicles, as the general consensus was that they were a bit weak.

Upon investigation, we discovered that our benchmark engagement (a Titan vs. a Tick tank) was around 13 seconds, which was way too short for what the game really required. With that in mind, we've done some work to strengthen vehicles vs. anti-tank weapons to draw those engagements out a bit more. Below is a full list of balance changes. If you have any feedback on the way these numbers are presented, please let us know! 


Global Armour Types & Warhead Changes

Every building, infantry, and vehicle in TSR has an armor type. Every projectile and explosion has a warhead type. When calculating damage, a projectile’s warhead will have a multiplier that corresponds to an armor type in order to determine how much damage is dealt.

For example, my Titan’s cannon does 90 damage and has the Warhead “Tank Shell”. I am shooting an undeployed Tick Tank which has the armor type “Armoured Vehicle”. “Tank Shell” has a 0.65 damage multiplier when shooting at “Armoured Vehicle”, so the total damage dealt to the Tick Tank per shot is 58.5.

The changes below have been made to the Armour & Warhead table to enact larger changes throughout the entire game.

  • Jumpjet Infantry

    • Reduced incoming damage from Rocket, Tank Shell, Plasma, and Railgun Weapons

  • Mutants

    • Reduced incoming damage from Railgun Weapons

  • Cyborgs

    • Reduced incoming damage from Rocket and Plasma Weapons

  • Enforcer

    • Reduced incoming damage from Rocket Weapons

  • Light Vehicle

    • Light Vehicles have been made a bit tougher to increase their survivability
    • Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells, and Sonic weapons

  • Armoured Vehicle

    • Armoured Vehicles have been made a bit tougher to increase their survivability
    • Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells, and Sonic weapons

  • Deployed Vehicle

    • Reduced incoming damage from Tank Shell Weapons

  • Aircraft

    • Aircraft have been made a bit tougher to match the buffs that other vehicle types have received.
    • Reduced incoming damage from Bullets, AP Bullets, Missiles, Rockets, Grenades, Tanks Shells, Artillery Shells, Plasma, Railgun and Sonic weapons

  • Cyborg Reaper

    • Reduced incoming damage from Grenades, Tanks Shells, Artillery Shells, Sonic and Melee weapons


Buildings:

Reduced incoming damage from Rocket, Tank Shell, and Sonic weapons

  • Base Defences

    • Reduced incoming damage from Rocket and Tank Shell weapons

  • Base Walls

    • Increased incoming damage from Grenade and Grinder weapons




  • Buildings

    • Building doors now open and close properly after the building is destroyed (same behavior as when the building remains alive)
    • Repair rates increased for the Service Depots and Helipads
    • Air units can now be sold at Helipads
    • Construction Yard (both teams)

      • Fixed a flame emitter that floated perpetually in the air when the building was destroyed

    • GDI Helipad

      • Minor fixes and improvements to the mesh, including enabling the pad lights

    • Nod Tiberium Silo

      • Points/credits are now earned from damaging and repairing this building



    • Defenses

      • Now detect stealth up to half their weapon range
      • Nod Laser Turret

        • Reduced weapon spread: 0.3 -> 0.15



Infantry

  • All infantry now slowly auto-heal to 50% health whenever undamaged for 30 seconds
  • All infantry are blocked from refilling at a PT within 5 seconds of taking damage
  • Buffed purchasable frag grenades:

    • Damage strength: 35 -> 40

  • Explosion Radius: 4 -> 6
  • Explosion Inner Radius: 2 -> 3
  • Proxy mines no longer stick to friendly units
  • Proxy mine health greatly reduced: 100 -> 45
  • Timed C4 is now grouped under the pistol for Engineers


     
  • GDI Officer

    • Rate of fire increased: 20 -> 30
    • Removed spray angle increase on movement

  • GDI Missile Trooper

    • Weapon right click has been changed from scoping to “dumbfire” (missiles with no tracking)

  • GDI Riot Trooper

    • Pistol/Shield is now centered in first-person view
    • Shotgun adjustments

      • Slug damage reduced: 110 -> 60
      • Slug spray increased: 0.2 -> 0.4
      • Slug projectile extension XYZ reduced: 0.1 -> 0.05
      • Slug ammo cost reduced: 2 -> 1
      • Inner spray angle % added: 0.5
      • Shifted 2 pellets to inner radius

  • GDI Medic

    • No longer heals enemies
    • Self-healing to 50% is twice as fast (compared to other infantry) and requires half the time to activate

  • GDI Jumpjet

    • Can now drive vehicles
    • Improved aerodynamics
    • Increased projectile extension: 0 -> 0.1

  • GDI Enforcer

    • Weapon damage increased: 4.5 -> 5.5
    • Weapon velocity increased: 75 -> 115
    • Weapon can now travel through a max of 6 targets

  • Nod Elite Cadre

    • Buffed Sting grenade:

      • Explosion Radius: 2.5 -> 3.
      • Explosion Inner Radius: 1.25 -> 1.5

  • Nod Cyborg Commando

    • Removed ability to harm himself with his flames

  • Nod Cyborg

    • Minigun now uses correct tracer
    • Increased Cannon Damage: 11.5 -> 20

  • Nod Chameleon Spy

    • The Spy now takes damage from standing in Tiberium

  • Nod Kerubim

    • Reduced Damage 15 -> 12




Weapons

  • Fixed some weapon name typos
  • Tracer sizes adjusted slightly



 
Vehicles

  • Units that are underground can now drive beneath walls and gates
  • Underwater zones now destroy aircraft immediately

      GDI Wolverine

      • Spray angle decreased: 2 -> 1.25
      • Yaw turn rate increased: 10 -> 20

    • GDI Amphibious APC

      • Reduced Price: 800 -> 700
      • Increased Damage: 20 -> 30
      • New firing sound
      • Cleaned up Turret Ring Texture Unwrap
      • New Dedicated Turret Model

    • GDI Hover MLRS

      • Fixed target locking issue
      • Rate of fire increased: 6 -> 7.75
      • Burst delay decreased: 1.4 -> 1.25
      • Random tracking value decreased: 0.07 -> 0.05

    • GDI Disruptor

      • Increased speed: 0.5 m/s
      • Weapon can now travel through a max of 8 targets

    • GDI Mobile EMP

      • Now affects the enemy rate of fire and reload: reduces by 34%
      • Weapon explosion radius increased: 12 -> 15
      • Fixed a bug related to the panning of the tracks

    • GDI Juggernaut

      • Reduced gun traverse/elevation speed and minimum depression
      • Reduced Impact Damage 75 -> 60
      • Reduced Explosion Damage: 75 -> 45
      • Reduced weapon’s explosion radius:

        • Explosion Radius: 15 -> 10
        • Explosion Inner Radius: 7.5 -> 5

      • Juggernaut no longer takes reduced damage when deployed

    • GDI Mammoth Mk II

      • Adjusted turret camera
      • New chin gun firing sound

    • GDI Orca Fighter

      • General adjustments to VTOL flight mode
      • Increased Health: 300 -> 400

    • GDI Orca Bomber

      • Vertical acceleration increased. 20000 -> 35000

    • Nod Attack Buggy

      • Target bone added

    • Nod Attack Cycle

      • Increased Damage: 32 -> 52

    • Nod Devil’s Tongue

      • Increased speed slightly. Torque up 16000 -> 18000
      • Spray angle decreased slightly: 7.5 -> 7.25
      • Target bone added
      • Custom flamethrower explosion added

        • Explosion radius increased: 4 -> 5
        • Camera shake radius increased: 3 -> 3.5

      • Muzzle Bones Angled down 5 degrees(hits targets closer to ground easier)

    • Nod Subterranean APC

      • Price reduced: 800 -> 700
      • Increased Health: 500 -> 600

    • Nod Mobile Repair Vehicle

      • Rate of fire increased: 8 -> 16
      • Repair “damage” increased: 2 -> 5
      • Health reduced: 400 -> 350
      • Building warhead scale: 0.5 -> 0.4
      • Speed increased: Engine torque: 8000 -> 8500
      • Range increased: 12 -> 14

    • Nod Stealth Tank

      • Disabled surface effect damage (The vehicle is no longer de-stealthed in Tiberium)

    • Nod Artillery

      • Reduced gun traverse/elevation speed and minimum depression
      • Reduced damage: 90 -> 75
      • Reduced weapon’s explosion radius:

        • Explosion Radius: 16 -> 12
        • Explosion Inner Radius: 8 -> 6

      • Target bone added
      • Animated barrel (deploy animation)
      • Improved the wheels slightly
      • Artillery no longer takes reduced damage when deployed

    • Nod Harpy

      • Increased Rate of Fire 20 ->30
      • Increased Health: 300 -> 450

    • Nod Banshee

      • Banshee guns now pivot up and down slightly
      • Added barrel pitch: +5° to -15°
      • Reduced ammo reserve: 24 -> 16
      • Increased Health: 300 -> 400



That's it!

That's it for now. If you want to provide feedback on the game, please head over to Discord and post in the feedback Hub, or if you prefer, our General Discussion forum is also a great place to discuss the game too.

See you on the battlefield, soldiers!



[blurb]We've just released Tiberian Sun: Reborn version 2.0.1.0! Our focus on this release was to fix bugs and improve the overall balance of the game. The notes within this post should cover all of the changes we've made in the past couple of weeks.[/blurb]



You can find more information about Tiberian Sun: Reborn by visiting the Official Website, Forums, ModDB Profile, and Discord Channel. Tiberian Sun: Reborn is available for download Here. If you want to update it, do it in the W3D Hub Launcher. And that's all for now! Have fun and enjoy Tiberian Sun: Reborn!

Howdy! OpenSAGE Blender Plugin has been recently improved with the new release of OpenSAGE Blender Plugin v0.7.0, which is still a beta version. For those unaware of what is being written here, OpenSAGE Blender Plugin is a plugin for Blender to export its 3D models into W3D and W3X file formats used in Command & Conquer Renegade, Command & Conquer Generals, Lord of the Rings: Battle for Middle Earth games, Command & Conquer 3: Tiberium Wars, Red Alert 3, and Tiberian Twilight. The changes from OpenSAGE Blender Plugin v0.7.0 were announced with the following words:

Quote:
Note:
This is still in beta, and the behavior may change between releases. Also, bugs might still occur, which we'll try to fix as soon as possible. So feel free to report bugs and issues in the #w3d-blender-plugin channel on OpenSAGE Discord. Also, see Troubleshoting for more information.

Changes:

  • delete base sphere object and mesh after hierarchy import
  • fix face distance calculation to match 3DS max exporter
  • multi-texture / multi-material support by @nkx111 thx!

Full Changelog: v0.6.9...v0.7.0


You can learn more about OpenSAGE Blender Plugin by visiting the Official Website, and Discord Channel. Download OpenSAGE Blender Plugin v0.7.0. And that's all regarding OpenSAGE Blender Plugin for now. Stay tuned at PPM for more news about OpenSAGE Blender Plugin!

Greetings, Comrade General! The staff from Notepad++ has been taking off every zig hunting down as many bugs as possible, and they have just published Notepad++ v8.5.7. For those unfamiliar with it, Notepad++ is a free and open-source code editor and Notepad replacement that runs on Windows. It supports several programming languages, multiple tabs, plugins, and is based on the powerful editing component Scintilla.

The changes from Notepad++ v8.5.7 were announced with the following words:

Quote:
Notepad++ v8.5.7 Change log:

  • Fix 4 security issues CVE-2023-40031, CVE-2023-40036, CVE-2023-40164 & CVE-2023-40166.
  • Security enhancement: Sign uninstall.exe.
  • Change the slogan in the installer.
  • Fix eventual memory leak while reading Utf8-16 files.
  • Fix dragging tab performance issue while the Document List is displayed.
  • Add suppress 2GB file warning option for x64.
  • Fix cloned document disassociated issue after Notepad++ being relaunched.
  • Fix session file saving problem if it’s read-only.
  • Fix activating the wrong file(s) issue after loading the session file.
  • Fix product version value displayed in the file’s properties.


Please report here if you find any regression and critical bugs. For other issues, please post to General Discussion or other topics.


You can learn more about Notepad++ by visiting the Official Website, and Forums. You can download Notepad++ v8.5.7 Here. That's all, folks! Stay tuned at PPM for more news coverage on Notepad++!

Hi everyone! ^Rampastein has announced a new version of C&C World-Altering Editor called C&C World-Altering Editor v0.9.2. For those who are not acquainted with it, C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun, which originally started as a map editor for Dawn of the Tiberium Age. Here is the official announcement from C&C World-Altering Editor's staff about C&C World-Altering Editor v0.9.2:

Quote:
Minor fixes and improvements on top of the previous release.

  • Animations can now be hidden with RenderInEditor=no
  • Animations no longer get replacement text drawn when their graphics haven't been loaded
  • Added experimental animation translucency support
  • Added a button for viewing usages of local variables
  • Fixed a crash when attempting to shift-clone terrain objects or waypoints
  • EditorRules.ini can now be used to override Rules data
  • EditorRules.ini now has sections for object category overrides and hiding specific objects from the editor sidebar
  • Added ClearTaskforces function to internal API


You can find 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. Grab the latest version of C&C World-Altering Editor by clicking Here. And that's all regarding C&C World-Altering Editor for now. Stay tuned at PPM for more news about C&C World-Altering Editor!

Greetings, Comrade General! Reinforcements have arrived at C&C World-Altering Editor. ^Rampastein has recently made C&C World Altering Editor v0.9.1 available for download a couple of days ago. For those unfamiliar with it, C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun, which originally started as a map editor for Dawn of the Tiberium Age. Here is the official announcement from C&C World-Altering Editor's staff about C&C World Altering Editor v0.9.1:

Quote:
Second official release build of the World-Altering Editor.

Changes:

  • Added keyboard command (default: Ctrl + S) for saving the map
  • Added a visible button for toggling Framework Mode
  • Added a visible button for toggling 2D mode
  • Added keyboard commands for zooming in, zooming out, and resetting the zoom level to default
  • Added rendering of the first frame of building animations
  • Added rendering of building SHP turrets
  • Added support for user-written C# scripts for manipulating the map

    • Added an example script that automatically smoothes water cells on the map

  • Added support for having multiple objects of one type on a cell (for example, multiple buildings on the same cell)

    • By default, WAE still prevents you from placing multiple objects of the same type on a cell, as this is often done accidentally. You can hold a key (default: Alt) while placing objects to disable this safety feature.

  • "Place Waypoint" and "Deletion Mode" buttons now have a texture instead of the text
  • Improved error logging when WAE encounters a corrupted SHP file
  • Fixed a bug where facing was displayed incorrectly for infantry
  • Fixed a bug where WAE did not apply NewTheater for prefixes that the games hardcode it for
  • Fixed a crash when an object that had an INI identifier starting with "AI" had no Name= key defined
  • Fixed a bug where a building couldn't be moved if its new space overlapped with its old space
  • Fixed a bug where the "Change Owner" cursor graphic did not scale with zoom level
  • Fixed a bug where the tile selector did not draw a red border on the selected tile in Framework Mode
  • Fixed a bug where BuildingTypes defined in the map were not displayed properly
  • Fixed faulty art loading for objects that use Image= override in both rules and the loaded map
  • Fixed a bug where a base node's replacement text was not always drawn when a building had no graphics


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. Download the latest version of C&C World-Altering Editor Here. And that's all regarding C&C World-Altering Editor for now. Stay tuned at PPM for more news about C&C World-Altering Editor!