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I think the box starts at ID 0 or -1 when it should start at 1
"The Briefing text area will now accept [Enter] for adding line breaks without this closing the window. Previously, [Ctrl]+[Enter] had to be used for this, which is pretty awkward."
I just used to fill it with spaces until it goes to the next line ,m yeah the window closing when you hit Enter was a pain in the ass
The Remaster actually supports line breaks in briefings; they get written in the ini as @ characters. RA always supported this, but now it's a general thing also applicable to TD.
In fact, Remaster briefings have full unicode support. Just never open a mission with unicode characters in the briefing in Notepad and then save, because that'll add a BOM block at the start of the file that identifies it as a UTF-8 file, and that'll make the Remaster no longer recognise it as valid C&C map.
Besides, you know you can just place those down in [Structures], right? Would seem more logical for me to support that instead.
Add event Elapsed Time : 3
Add Action Text Trigger , you should see an exception appear , Press Continue.
I think the Box is starting out at 0 when it throws the exception, but it displays 1 which is a valid Text ID
As well you can't input anything higher than 210 without having to hand edit the mpr file , in case you have added new lines via ModText.csv , But i can live with it being capped at 210
There is two indestructible bridges in RA.... I will let you know which ones you can blow and which two you cant
EDIT:
Bridge1x and Bridge 2x can not be destroyed , if you use a tanya you wont see the C4 icon while hovering over these two bridges.
Bridges 1,2 Bridge * h , Br*a can be destroyed
I covered it in my guide Blowing up Bridges section
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2781597329
The Remaster devs just took some shortcuts there and didn't cut out the different parts, and whoever made the editor naively assumed that all cells that are present in the Remastered graphics are cells that you're supposed to be able to place down. When you switch to Classic Mode you can immediately see that all of these "indestructible bridge" tiles show up as non-refreshing corrupted black tiles.
This is what those "indestructible bridge" tiles are really supposed to look like. Behold, the real BRIDGE1X and BRIDGE2X tilesets:
https://i.imgur.com/6rtZfji.png
They will most likely not even act correctly in terms of passability; the whole illegal part is probably just seen as clear terrain.
Anyway, I'm fairly sure I got them all.
That is unfortunate.
No I didn't know and I'm also not a fan of it because walls are not supposed to be under the Structure section because they are Overlays so it isn't that logical for me. The Overlay class constructor also has a parameter to specify the Owner and the original read ini code for that class is also ready to read more comma separated values from the ini entry. The only change that needs to be made is to add one line and change another. Also nothing would break if the Owner is not present or the client doesn't has support to read the Owner.
You might want to check the structures list in the source code, by the way. The walls are absolutely in there.
It will invariably break expectation. Because if people see the option for that in the editor, they will expect it to work in the game.
I'm trying to make this editor more user-friendly, not more confusing.
My bad, my request should have probably worded like this: "Could you please add Owner support to the walls menu?".
They are listed there for sidebar support.
Could have been marked as a mod feature.
Anyways I accept that you don't want to add new features that require mods and since you posted your code one could do itself.
But yea, feel free to add features to release a version for your own mod.
Well, the point I made to DCJD still stands; I don't want to add stuff in the vanilla editor that'll just not work in the game. In fact, I'm not even sure that works through ModText.csv since the old engine will probably also evaluate that.
Though I guess an actual selectable list indicating what those text lines are could be nice. I dunno.
There are more issues with RA I need to solve, like teamtype actions being completely undocumented. I might in fact just completely redo the teamtypes list; those tables are awkward.
https://github.com/Nyerguds/CnCTDRAMapEditor/releases/tag/v1.4.0.1
The most major fix in this is definitely the RA bridges one. It now only shows the real tiles to place down, and any of these "ghost tiles" that cause the indestructible bridges bug will be wiped on mission load.
All changes:
I thought that was happening , and i forgot to look into it when i was doing the spied by event.
The game will use new lines added via modtext.csv , but like i said i wont loose any sleep over it . It is indeed easier to just modify one of the existing 1 -210 lines .
RA Mission Actions
Attack tarcom is supposed to be abale to attack a cell as well , but i couldn't get it to work