News on the new editor - ready for testing

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Joel Billings
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News on the new editor - ready for testing

Post by Joel Billings »

Pavel has completed the new editor and we are currently testing it internally. We could use some help testing it, so if you've been waiting for the new editor to be completed, consider signing up to be a tester. Go to https://www.matrixgames.com/beta/gary-g ... the-east-2 to sign up. If you become a tester, you'll have access to the latest version in testing, which has the following changes:

New Features and Rule Changes
• Major new editor now feature complete:
o Redesigned scenario / nation / leader / aircraft / ground / location / weather / OB views with collapsible sections, color inputs, a popup event-text editor, and a tabbed weather view.
o CSV import/export for Air Profiles, Ground Types, Nations, Events, Locations, Units, and Orders of Battle, with data-integrity validation and reporting.
o Editor sections (tabs) are color coded to indicate files that are generic, semi-generic, or scenario specific, and items that will not be saved off are greyed out to show this:
Red stripe - generic data, can only be edited/saved off when generic data is loaded or if a scenario is loaded and generic data is locked.
Purple stripe – semi-generic files, some data may be edited/saved only when generic data is loaded, and other data may be edited/saved only when a scenario is loaded. CSV is coded purple as both generic and scenario data can be exported/imported.
No stripe – scenario specific, can only be edited/saved off when a scenario is loaded.
o The greater than symbol (>) indicates a link to the data shown. For example, the > next to Franz Halder in the detail for OKH in the unit tab, will open the leader tab and take you to the data for Franz Halder.
o Can use right mouse-click and/or back button to back-up through current session actions.
o Per-nation production-pool editing in EditAircraft, EditGround, and EditNation, plus a per-player production-pool summary in EditScenario.
o Pilot Pool table editing ported into the new editor.
o Event Group & Sort by tag, and location grouping by nation and type, in the new editor.
o Toggle for map art visibility, sync-map-text, and city-owner change in EditLocationView.
o Weather-fronts tab, edit-origin/target prompts, and movement-cost/river-cost tables in EditWeatherView.
• Game and Editor Improvements:
o Unit Detail and TOE displays now sort equipment by class and a curated ground-type order (armored cars sit next to AFVs).
o DPI scaling for legacy map-edit panels.
o Lazy on-demand map-font glyph loading in the editor.
o Server upload errors now distinguish a transient read failure from genuine out-of-memory, with separate user-visible codes.

Bug Fixes and AI Improvements
• Fixed artillery bombardment phase of ground combat so that ground elements that are disrupted before the phase begins will not fire.
• Fixed airgroup counter text color in TB boxes.
• Fixed it so supply distribution skips the slot 0 depot during the freight phase.
• Fixed engine crash from out-of-memory or uninitialized texture coordinates in font rendering.
• Fixed font style and spacing in the Pilot Pools section.
• Corrected "Withdraw" label (previously "Widraw").
• Corrected "multiplayer" in server save messages (previously "mutiplayer").
• Production screen now transitions through the map before opening (editor).
All understanding comes after the fact.
-- Soren Kierkegaard
LordSAS
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Re: News on the new editor - ready for testing

Post by LordSAS »

Are the bugfixes listed tied to the editor or are they gameplay fixes?
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Re: News on the new editor - ready for testing

Post by Joel Billings »

They are game fixes we are also testing.
All understanding comes after the fact.
-- Soren Kierkegaard
LordSAS
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Re: News on the new editor - ready for testing

Post by LordSAS »

Joel Billings wrote: Wed May 27, 2026 3:35 pm They are game fixes we are also testing.
Nice!
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Re: News on the new editor - ready for testing

Post by LordSAS »

Joel Billings wrote: Wed May 27, 2026 3:35 pm They are game fixes we are also testing.
Is this testable playing via steam?
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Re: News on the new editor - ready for testing

Post by Joel Billings »

I think there is a way that you can manage the game in Steam so you lock your files and then replace the normal exe with the test exe manually. Maybe a Steam user can tell us how this is done.
All understanding comes after the fact.
-- Soren Kierkegaard
LordSAS
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Re: News on the new editor - ready for testing

Post by LordSAS »

Joel Billings wrote: Tue Jun 02, 2026 4:53 pm I think there is a way that you can manage the game in Steam so you lock your files and then replace the normal exe with the test exe manually. Maybe a Steam user can tell us how this is done.
Indeed, I believe there is.
LordSAS
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Joined: Fri Mar 07, 2025 4:42 pm

Re: News on the new editor - ready for testing

Post by LordSAS »

Joel Billings wrote: Tue Jun 02, 2026 4:53 pm I think there is a way that you can manage the game in Steam so you lock your files and then replace the normal exe with the test exe manually. Maybe a Steam user can tell us how this is done.
Indeed, I believe there is.
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