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.)
In your WEX folder there's a logs folder. I just need the most recent logs.
I like your idea of doing it manually though. We have a good understanding of the terrain format and if I recall correct, the pathing map is just a tga file which should be easy to make. I'll give this a try as soon as possible.
I will check and make sure that no-limits is still working. I'll get back to you as soon as possible.
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@Zordrak Hi man!
It is already solved. In your map you use small regions, I didn't. After speaking with @Dr Super Good about this he informed me that WC3 is made in such a way that UnitEntersRegion and refering to a big region is a big no-no. (Not his words exactly, but my conclusion.)
Thank you for your concern tho
You dont need this editor to make devotions aura negative, you just need to hold Shift while clicking the value and then you can set it to any value.Can this editor be used like the normal editor but without the limits, and is one of the limits removed the limits on values? By that I mean can I have devotion aura's armor bonus become negative?
Thank you for your aid!You dont need this editor to make devotions aura negative, you just need to hold Shift while clicking the value and then you can set it to any value.
The "No Limit" hack is to bypass the standard editors limit on the maximum amount of doodads and similar.
22 tiles? I thought the limit was 16? Did you increase it to 22 with JNGP?
This is a bit vague. Some features are implemented, others aren't. You'll have to ask about something specific.all the other stuff like grimmoire and umswe aren't enabled yet right?
The screenshot is a bit dated and needs to be replaced. It's a requirement to have screenshots, but WEX didn't have anything to screenshot at first. I'll get it replaced soon.What do you mean with non specific? In the screenshot it clearly shows that your SharpCraft has UMSWE and Grimmoire enabled at the top bar, meanwhile if i try opening the current version it doesn't have them.
Also does this allow you to use 22 tiles like JNGP? a lot of maps used that feature
Can you send me a map with 22 tiles? The map format only allows 16, so I'm curious how that works.Yes increased with JNGP
I'll try and confirm this and check if it's something new.I think I found a bug . When you go to save a region to a hash table, when you click the region name to select it WE crashes. I tested it on a blank new map and it did the same. Maybe it's just me though?
WEX comes with two compilers, JassHelper/vJASS and Wurst/WurstScript. By default JassHelper is enabled and WurstScript is disabled.IS all the Complier stuff under Wurstscript apart of it? Or they separate in themselves?
It's sends along the -opengl commandline argument that switches from Direct3D to OpenGL which is useful for some people.What does Enable OpenGL even do?
For that, you'll need to look at the manual for the compiler you're using.How does Script Optimization help?
Nothing yet, but it has been requested, although the different things I've tried haven't had much success yet.Is there anything in Sharpcraft that decreases the time it takes to Save the Map? (Especially for Large maps.)