Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: 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!
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 1.2.3 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.
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