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Releasing the World-Altering Editor for Tiberian Sun!
Moderators: Global Moderators, Tiberian Sun Moderators
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Aug 02, 2023 10:35 pm    Post subject:  Releasing the World-Altering Editor for Tiberian Sun! Reply with quote  Mark this post and the followings unread




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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Aug 03, 2023 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Congrats. Good effort.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 03, 2023 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Great to see a new editor available, will we see support for RA2 maps in the future too?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Aug 03, 2023 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Great to see a new editor available, will we see support for RA2 maps in the future too?


As stated in the blog post:

Rampastring wrote:
What about Yuri's Revenge?

WAE does support Yuri's Revenge on its "engine" level, but we do not have a convenient YR setup available yet. We will release one at a later date.


Specifically, YR support is only about modifying WAE's INI files to make it read YR files instead of TS files.

There are already some YR community members who use WAE, like SCIPCION and Morton, hence I'm expecting it to only be a matter of time until one of them creates a stock YR config that I'm able to publish.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Aug 03, 2023 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yo! It's so great seeing something to compete with that dinosaur that is Final Sun. I haven't had a TS project going for a while, but I'm going to have to give it a try sometime soon.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Sat Aug 05, 2023 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

GC uses this editor and it more or less works fine for YR. as per the version im using it still lacks framework tile / depressed tile mode from what i can tell but
honestly im just speechless that rampa actually made a replacement for fa2

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Aug 05, 2023 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

IT doesn't support voxels yet.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Sep 01, 2023 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread


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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Sep 12, 2023 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Well fuck my ass and call me Sally. Something exists to replace FinalSun. This might be fun... if a Yuri's Revenge version becomes standard anyway. lmao

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Tue Sep 12, 2023 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
will we see support for RA2 maps in the future too?


WAE works perfectly with RA2, well GC doesn't use voxels.


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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Sep 25, 2023 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread


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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Nov 21, 2023 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread


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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Jan 08, 2024 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread


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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Mar 10, 2024 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread




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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Mar 11, 2024 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rating 10 out of 10! Perfect! / Rating 10 out of 10! Perfect!

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Wed Mar 13, 2024 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

this just keeps getting better and better

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Jun 05, 2024 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 05, 2024 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

The new drawing tool looks like it will save a lot of time. I've added about 3,500 new cliff tiles to my mod tho, can I customize the drawing tool to use the new tiles?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Jun 05, 2024 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
The new drawing tool looks like it will save a lot of time. I've added about 3,500 new cliff tiles to my mod tho, can I customize the drawing tool to use the new tiles?


You can. The tiles used by the tool are entirely configurable in
Code:
<your WAE directory>/Config/ConnectedTileDrawer.ini


Configuring it for 3500 new tiles can take a while though. The YR version of the config has almost 5000 lines  Razz

https://github.com/Rampastring/WorldAlteringEditor/blob/yr/src/TSMapEditor/Config/ConnectedTileDrawer.ini

And the DTA one has almost 8000. Took me some 3 evenings to get it fully configured: https://github.com/Rampastring/WorldAlteringEditor/blob/master/src/TSMapEditor/Config/ConnectedTileDrawer.ini

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Anderwin
General


Joined: 16 May 2005

PostPosted: Thu Jun 06, 2024 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good work Very Happy

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GREEN
Cyborg Soldier


Joined: 26 Dec 2016

PostPosted: Fri Jun 07, 2024 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

editor needs to get faster. it seems to drain cpu while idle..

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jun 09, 2024 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

GREEN wrote:
editor needs to get faster. it seems to drain cpu while idle..


WAE lowers its framerate while it's not the active window. For me, with a Ryzen 7 5700X, it eats less than 0.1% of CPU while not the active window, and between 1% to 3% while it's the active window but I'm not doing anything, depending on what is on the screen.

So far no one has mentioned having significant performance issues with WAE, not even mappers who use low-end laptops.

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Flaguna
Soldier


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Thu Jul 04, 2024 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Getting a crash on startup. It seems to be linked about a missing cliff tileset, but I don't know how to fix it. Any ideas?



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Jul 04, 2024 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

When you use TX for YR, it changes the SetName in theater INI files like temperatmd.ini. WAE is configured for original game and when it can't find original SetName, it crashes. Devs already know it.

Either remove TX or revert the SetName changes in the TX theater INI files or use WAE v1.1.0 or v1.1.1 for time being until the issue is resolved. Configuring the INI file for connected tiles can also be done but it will take some time.

Edit: As a temporary fix, attaching the YR TX INI files with SetName field changed back to original names for compatibility with WAE config.



YR_TX_INIsForWAE.7z
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