- Joined
- Jun 21, 2012
- Messages
- 431
(41 ratings)
v0.1.3.1
* Updated to WE 1.29.0
* Updated TESH function database to have new natives ( thanks to @Abovegame )
* Fixed crash with ObjectDataExtractor when it couldn't locate Java, instead it will simply disable itself silently.
* Attempted to shorten paths, to avoid crash due to long path names.
v0.1.3.0
* Updated to WE 1.29.0 PTR - This is very experimental and have been done hastily. It should work with vJass/Wurst and TESH. Other features have been removed since they're now included in the vanilla editor.
v0.1.2.9
* Updated to WE 1.28.5
v0.1.2.8
* Updated TESH, to fix a rare bug where it would crash the editor.
* Added WurstScript experimentally, use at your own risk. WEX will not keep the same update cycle as WurstScript, so you will have to update it manually if you encounter bugs.
v0.1.2.7
* Added fix for the File Importer.
v0.1.2.6
* Updated to WE 1.28.4
* Fixed up SharpCraft to work with new editor executable name.
* Fixed up WEX to work with new editor executable name.
v0.1.2.5
* Improved extended settings with -window and -opengl options.
* Included the option to launch with a special WEX profile. This does nothing yet, but will in the future.
v0.1.2.4
* Fixed window names for TESH so it works on all languages automatically.
* Added more no-limits features, like steep cliffs and a wider range of terrain heights.
v0.1.2.3
* Updated to WE 1.28.2
* Added support for -loadfile and other parameters directly.
* Replaced TESH with TESH 2.0
* Fixed various issues across versions, should work perfectly for all supported versions now.
v0.1.1.2
* Fixed issues with enabling disabled triggers with vJASS code or missing init function.
* Added menu entries for JassHelper.
v0.1.1.1
* Updated with support for WE 1.26 and 1.27b. !!THIS IS EXPERIMENTAL!!
* Fixed a mistake introduced last update that might've made things unstable.
v0.1.1.0
* Added fix for Test Map. You can now get back to mapping!
* Updated Extended Editor Settings (allow local files)
v0.1.0.2
* Updated to WE 1.28.1 (still works for 1.27b, 1.28)
* Fixed Extended Editor Settings for Increased Map Dimensions, so 480x480 maps are back on the menu!
v0.1.0.1
* Updated to WE 1.28 (still works for 1.27b)
* Updated Extended Editor Settings (increased map dimensions)
* Fixed up Grimex(ObjectMerger, etc.)
* Improved menus a bit and removed some unused stuff.
* Removed various stuff like all the default profiles and some stuff that shouldn't have been included.
v0.1.0.0
* Initial release.
* * JassHelper
* * Trigger Editor Syntax Highlight
* * Extended Editor Settings (nolimits, custom object id, etc.)
If it doesn't work for JNGP then it isn't likely to make it back any time soon. The people who made the tool are gone and no one knows how it worked.Will the ability to modify tileset be implemented back eventually? Currently the JNGP extension does not work and this does not have it.
Because UMSWE/WEU is outdated and doesn't work with anything newer than 1.21. Working on transferring the important parts in a better way that doesn't need so frequent updates.Why custom cliffs no longer work?
Looks like you're missing the Fasm.NET.dll (which is weird since it's included with the zip folder).My WEX is crashing whenever I try to launch it :/
WEX run as admin and my Worldedit is set to be runned as admin too
I link the log if it can be of any help :/
*flags:
0= invisible and non-solid tree
1= visible but non-solid tree
2= normal tree (visible and solid)
This is a very tough order, that requires a lot of reverse engineering, among it, figuring out how objects are stored in memory, how to detect what is selected and more. Not impossible, but not easy. It might be better to request the functionality from Blizzard.
Risc's Colorizer will probably make it into WEX soon. There is some controversy because it has disruptive features, so it'll likely be included, but disabled by default.
This is a very tough order, that requires a lot of reverse engineering, among it, figuring out how objects are stored in memory, how to detect what is selected and more. Not impossible, but not easy. It might be better to request the functionality from Blizzard.
That's a much easier task, but not what A Void is asking for. He wants to make it work with the actual selected items in the editor.Impossible just read and replace data in map mpq archive after map save ?![]()
This is a very tough order, that requires a lot of reverse engineering, among it, figuring out how objects are stored in memory, how to detect what is selected and more. Not impossible, but not easy. It might be better to request the functionality from Blizzard.
That's a much easier task, but not what A Void is asking for. He wants to make it work with the actual selected items in the editor.
There's a world of a difference between the file formats and how they're stored in memory. It's nowhere near a 1:1 relationship. At best we could load the .doo files when the maps loads but you wouldn't have anything new you add to the map. You'd need to reload every time. And you still couldn't select the doodads in the editor without a lot more work. As I said, not impossible, but far from easy.
You don't have any mapping of reverse engineering values from the memory and values to control? I know it may be few, but it would help to map things and experiment with new features along the way to work with the application running time.And you will need to reload the map every time you've made any changes since the tool only works by what it knows from when the map was opened. Not sure it's an improvement over just having a separate tool for the job.
Yep, works fine.@Trigger.edge the terrain stuff should be fixed now. Let me know if there are other features UMSWE/WEU features missing.
Custom editor categories can be added easily. I just haven't done so since I didn't know anyone who used them.Yep, works fine.
But other features are still missing:
Also, if I want to add my own plugins, how would I do it?
- Custom editor categories
- Tile pathability editor
- Tile set editor
Try and run the "SharpCraft.TroubleShooter.exe" once, and then try again. If that doesn't work, can you tell me what operating sytem you are using?when I try to run WEX, I get an error that says "SharpCraft.CLILauncher has stopped working"
pls help
Try and run the "SharpCraft.TroubleShooter.exe" once, and then try again. If that doesn't work, can you tell me what operating sytem you are using?
I'm not sure what's going on then. The logs you are showing aren't giving any indication that you ever actually run it. It doesn't show that any profiles are being launched.didn't work, also using windows 7
This has been reported by some users, not sure what's causing it. You can try and run the "SharpCraft.TroubleShooter.exe" once, and then try again. If that doesn't help, then I need the latest logs.Hi there, i cant make it run... i run it as administrator, then i choose place where worldeditor is. But then nothing happens. It never runs...
Windows 7 x64, Warcraft 3 TFT 1.28.2
Make sure you check the known issues section on the post. It explains how to fix that.Getting an "Unrecognized PJASS (syntax)" error (just when jasshelper fires) during saving.
Also can't test maps due to missing map data (everything is setup to run as admin, the game is not installed in program files)
Lol thats what the config options are for.I also dislike the front used for jass.
Uhh, the buttons scaled super small on my monitor.
Just some updated known issues.Today this bundle was updated 3 times but the changelog doesn't have dates.
What's new today?
I have the Visual C++ and .NET thingys (although a more updated version of .NET).
- Make sure you have .NET 4.6.1 and Visual C++ Redistributable for Visual Studio 2012 Update 4 (get the version for x86).
- If launching WEX doesn't do anything, try and right-click and hit "Run as administrator". This is affected by the settings of your worldedit.exe compatibility preferences.
- If you get the infamous "Cannot load map data." error, open up your Documents\Warcraft III\Maps and delete the folder named "Test" and try again.
And made sure you have the x86 version of the VC++ Redist? The x64 ones aren't enough. If so, please send me the latest logs.
That's awesome! I'm just glad it works. So far it seems all problems have been solved. Hopefully I can make the troubleshooter I have made check for both issues which should make it very easy for people to debug on their own.Yes, that was it. Sorry for not Reading more carefully. :/
Awesome job! I'm excited to try this out.![]()
Follow the steps in the Known Issues section.I cant run WEX, although I config everything true.
Nothing happens when I run WEX.
View attachment 268792
Still cant run! The first time I ran it, all compiles were error. I try to import RegisterPlayerUnitEvent and save it but It disabled all of my code. Then I used JNGP, everything is okay. The next time I ran it, nothing happened. I try to follow the steps in the Known Issues section but I failed.Follow the steps in the Known Issues section.