FunkyFr3sh Posted January 25, 2015 Share Posted January 25, 2015 Download: http://downloads.cncnet.org/Games/RedAlert/edwinHighRes.zip Features: [*]High Resolution Patch [*]Standalone (Runs without having Red Alert installed) -> edwin.ini -> [Options]RedalertMix= [Options]MainMix= [*]Multiple instances are now possible, start the editor as often as you need [*]No disk space error has been fixed [*]No-CD patch [*]Crash fixes [*]High CPU usage has been fixed -> edwin.ini -> [Options]LimitCpuUsage=Yes [*]Loads a new settings file named "edwin.ini" (change your resolution in there) [*]Too fast scrollrate is fixed -> edwin.ini -> [Options]SlowerScrollRate=Yes [*]Tile selection via mousewheel and category selection via mouse middle button [*]Loads now a blank mega map with 126x126 size instead of 96x96 size on startup [*]Multi-Language support -> edwin.ini -> [Options]EditorLanguage (0=English, 1=French, 2=German) [*]Supports now loading maps via command line (drag and drop a map on top of edwin.exe) [*]Run on single cpu/core to avoid freezing -> edwin.ini -> [Options]SingleProcAffinity=Yes [*]ScrollRate setting will now be saved when it was changed -> edwin.ini -> [Options]ScrollRate=3 [*]Ctrl+X Hotkey combo added to cut out an area (use Ctrl+V to paste afterwards) [*]Space Hotkey opens the tile browser menu [*]Loading maps with long filenames is now possible, the old limit of 13 chars has been raised to 256 chars [*]External map browser has been added (RedAlertEditorLauncher.exe) [*]Package includes all Standard+Counterstrike+Aftermath maps [*]Supports now loading maps with custom rules.ini mods/buildings/triggers/etc.. It will not lose the information anymore and you should be able to edit every map that exists [*]Loads any custom theater (Jungle, Winter, Barren, Cave and Desert are already included)! Here is how it works: - Lets say we create a new theater named "herpderp", you will now have to do the following things: - 1. Add the following key to a map to enable it: [Map]Theater=herpderp - 2. Create a mix file named "herpderp.mix" - 3. Create your custom tiles and give them as extension the name ".her" (the first 3 chars of the theater name) - 4. Put your custom tiles into "herpderp.mix" and move "herpderp.mix" into "raed1.mix" the package also contains iran's updated version of the raed map editor Link to comment Share on other sites More sharing options...
Zjorz Posted January 25, 2015 Share Posted January 25, 2015 Thanks so much funky! I've been waiting for this for over 10 years! Cant wait to try it! Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 25, 2015 Author Share Posted January 25, 2015 np I just updated the package, it supports now tile selection via Mousewheel and Category selection via mouse middle button Link to comment Share on other sites More sharing options...
bmoeller Posted January 25, 2015 Share Posted January 25, 2015 Kudos FunkyFr3sh Link to comment Share on other sites More sharing options...
Nyerguds Posted January 26, 2015 Share Posted January 26, 2015 Hah, wow. Nice work! I thought I was looking at RAED for a moment there Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 26, 2015 Author Share Posted January 26, 2015 Loads now a blank mega map with 126x126 size instead of 96x96 size on startup Multi-Language support -> edwin.ini ->[Options]EditorLanguage (0=English, 1=French, 2=German) Loads any custom theater (Jungle, Winter and Desert are already included)! Here is how it works: - Lets say we create a new theater named "herpderp", you will now have to do the following things: - 1. Add the following key to a map to enable it: [Map]Theater=herpderp - 2. Create a mix file named "herpderp.mix" - 3. Create your custom tiles and give them as extension the name ".her" (the first 3 chars of the theater name) - 4. Put your custom tiles into "herpderp.mix" and move "herpderp.mix" into "raed1.mix" Link to comment Share on other sites More sharing options...
Jacko Posted January 26, 2015 Share Posted January 26, 2015 That is utterly fantastic Link to comment Share on other sites More sharing options...
Allen262 Posted January 26, 2015 Share Posted January 26, 2015 I'm going to have to look at this! Looks like I may need to do some changes to it but I would be nice to add to Red Dawn. EDIT: Somthing looks to be wrong with new theater. I put the jungle.mix into into the raed.mix but when I try to load a jungle map it crashes. I'm using Theater=JUNGLE or Theater=jungle. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 27, 2015 Author Share Posted January 27, 2015 there was already a jungle.mix in raed.mix, did it work with the original files? For me it was working well, can you give me your files so i can reproduce it? Edit: I found the problem, the version linked here was still the old one, i was uploading the new one to the wrong folder by accident, it is fixed now. Re-Download it Link to comment Share on other sites More sharing options...
Allen262 Posted January 27, 2015 Share Posted January 27, 2015 Works now. It will be a nice add to Red Dawn at a later date. A quick hex edit to change raed.mix back to main.mix and it call up the new theaters mix-es that are already in Red Dawn 2014 main.mix. (I already did this for the Jungle, Winter and Desert RAED.exe Iran did.) Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 27, 2015 Author Share Posted January 27, 2015 Sure, would be cool to have it in red dawn Is there already a raed version that loads the jungle theater? you don't need to hex edit, you can change the mix filename now via edwin.ini (changed that earlier) Link to comment Share on other sites More sharing options...
Allen262 Posted January 27, 2015 Share Posted January 27, 2015 Yes a RAED version that loads the jungle theater. Iran had it at GetHub but the links look to be dead. Ask him if he still has it. If he dosen't let me know and I'll upload a copy someplace. Saddly it is to large for a attachment even if 7z formated... Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 28, 2015 Author Share Posted January 28, 2015 ah nice, maybe i take a look into raed once i'm done with edwin Link to comment Share on other sites More sharing options...
Iran Posted January 28, 2015 Share Posted January 28, 2015 http://cnc-comm.com/community/index.php?topic=2918.0 Link to comment Share on other sites More sharing options...
Matt Posted January 28, 2015 Share Posted January 28, 2015 I really liked that editor. It was limited feature-wise, but very polished and pleasant to use. Thanks for reviving it. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 29, 2015 Author Share Posted January 29, 2015 Update: Fixed a crash that was caused by the copy paste feature Fixed a crash that was caused by using the right mouse button to remove the current selection Both of them were always in the editor (thanks westwood), if there are any other crashes then please report them in here Link to comment Share on other sites More sharing options...
Matt Posted January 29, 2015 Share Posted January 29, 2015 Why is the UI half-German and half-English by the way? Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 29, 2015 Author Share Posted January 29, 2015 Yes that is strange, the editor got its own string table but that one only contains like 85% of the strings and the other strings are loaded from from the main red alert string table which is ofc english. That means you would need a full german installation to get those other few strings, no idea why westwood did it like this. I have it on my to do list Link to comment Share on other sites More sharing options...
Nyerguds Posted January 30, 2015 Share Posted January 30, 2015 For C&C I had to migrate a bunch of hardcoded strings to the strings file to get the translation working right. Might be the same issue here? Interestingly, the German and French ones has most of those in the strings file already. But since I based my patch on the English one, I had to add it Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 30, 2015 Author Share Posted January 30, 2015 Red Alert had that problem too, but i don't think edwin got any hardcoded strings, but i will see it once i take care of these string table Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 30, 2015 Author Share Posted January 30, 2015 Update: 2 new crash fixes Supports now loading maps via command line (drag and drop a map on top of edwin.exe) Loading maps with long filenames is now possible, the old limit of 13 chars has been raised to 256 chars External map browser has been added (RedAlertEditorLauncher.exe) Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted January 31, 2015 Author Share Posted January 31, 2015 Update: edwin now supports loading maps with custom rules.ini mods/buildings/triggers/etc.. It will not lose the information anymore and you should be able to edit every map that exists Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted February 2, 2015 Author Share Posted February 2, 2015 Update: Run on single cpu/core to avoid freezing -> edwin.ini -> [Options]SingleProcAffinity=Yes ScrollRate setting will now be saved when it was changed -> edwin.ini -> [Options]ScrollRate=3 Ctrl+X Hotkey combo added to Cut out an area (use Ctrl+V to paste afterwards) Link to comment Share on other sites More sharing options...
Zjorz Posted February 2, 2015 Share Posted February 2, 2015 Update: edwin now supports loading maps with custom rules.ini mods/buildings/triggers/etc.. It will not lose the information anymore and you should be able to edit every map that exists EFFING AWESOME! This was the final limitation that limited my use of edwin. One suggestion: is it possible to add buttons for 126x126 or the interior tileset? I know how to do this so its no problem for me, im just thinking it will be usefull for newcomers Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted February 2, 2015 Author Share Posted February 2, 2015 I thought about changing the 64x126 button to 126x126 but then ended up making the editor start with a 126x126 map instead of 96x96 by default. I updated the Editor launcher now so people can choose a custom size and the other mods like infinite ore Interior is too different, would be too much work adding support for it Link to comment Share on other sites More sharing options...
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