September 2020
In the last patch you changed the editor Home waypoint for TD to 28 , but the game is still using waypoint 26 as the Home
If you put a Home waypoint from the editor into a new TD Map you will get a black screen until you add a waypoint 26 to the map , at which time it will work ,
I mean why bother changing things for 2 extra waypoints, if you change the game to use the new home of way point 28 now , all of the maps for TD will have to be redone.
As it is now i have to use 2 waypoints to get things to work , the new Home(28) and waypoint 26
Personally i would just put the editor back to what it was.
September 2020 - last edited September 2020
@dcom67 Yea, no idea how that slipped in, but it's clearly a bug in the editor, unrelated to the game itself.
The game never reads waypoints beyond 27, so people just have to put in #28 to satisfy the check on "Home", but the actual Flare, Home and Reinforce points are still 25, 26 and 27 (now indicated as "Flare").
At least no one really ever uses the default reinforce waypoints... it should just be set in the teamtype -_-
It was discussed on Steam too, here:
Let's hope some people will dig into the editor source code soon to upgrade it, so we'll get a fixed version that way...
September 2020
Red Alert seems to be Ok.
I don't know what is wrong, the code looks ok to me ,but the two waypoints 25 & 26 snuck in there some place
October 2020
December 2020
December 2020
What page is that on ?
December 2020 - last edited December 2020
@dcom67 Protip: use @ to notify people so I can see I got a reply.
It's right in the piece you linked. The error is this line:
var playerWaypoints = Enumerable.Range(0, 8).Select(i => new Waypoint(string.Format("P{0}", i), WaypointFlag.PlayerStart));
That should be a range from 0 that's 6 long, not 8 long.
This is probably caused by them expanding multiplayer to 6 players in the last patch. Someone must have misinterpreted that as "expanding the amount of possible players by 2", rather than "unlocking the real internal maximum of 6", and decided the map editor's amount of start waypoints should also be increased... while that actually already went to the real internal amount of 6.
The bug is not really that they added these two (though that is wrong too, it's not a real issue), but that they didn't compensate for it by taking two off the normal waypoints that follow it, causing the special waypoints at the end to get shifted two spots down.
December 2020 - last edited December 2020
@Nyerguds Haha that's pretty easy
OK i see what your saying now , and now that you mentioned it, seems to me the editor started out with two less P* way points for TD than RA had,
And yup if they reduced the normal way points by two that would fix it .
I suppose we have seen the last of the patches though.
I checked the file date on that GamePlugin.cs it was added on the 10 sept just six days before the patch, That is the start of the Map Editor code
I wonder if that guy over on the PPm site could put out a patched version
December 2020
@dcom67 wrote:
OK i see what your saying now , and now that you mentioned it, seems to me the editor started out with two less P* way points for TD than RA had,
Yea, C&C's internal maximum is simply 6; so that's the correct amount.
@dcom67 wrote:
I wonder if that guy over on the PPm site could put out a patched version
Yea, I should tell him about this -_-
December 2020 - last edited December 2020
Yea, C&C's internal maximum is simply 6; so that's the correct amount.
Yea, I should tell him about this -_-
Oh never mind you already did ..:-)