NewINIFormat
The layout revision the rest of the map file is read in.
- Applies to
- scenarios
- File
map file- Section
[Basic]- Value
- integer
- When omitted
0An absent key gives 0, the oldest layout. The previous map's value does not carry over.
[Basic]NewINIFormat=4The value selects how the rest of the map file stores the overlay layer and cell positions. The game reads it from [Basic] before any of the map’s contents. Two thresholds matter, and no value above 4 changes anything further.
Above 1, the overlay layer is read from the [OverlayPack] and [OverlayDataPack] sections. At 1 or below, the map has no overlay layer at all: no Tiberium, no walls, no overlay bridges and no other overlay.
At 4 or above, a vehicle, infantry, aircraft or structure placement stores its cell as two numbers, X and Y. The cell numbers that key the terrain object and cell tag sections are read as X + Y * 1000. Below 4, a placement stores one cell number, and every cell number is read as X + Y * 128. That form cannot describe a cell more than 127 columns from the left edge.
The same threshold sets how a Move to Cell script line’s cell number is read: as X + Y * 128 below 4, and as X + Y * 1000 at 4 or above. It applies to every script the scenario loads, both those the map declares and those from the AI files. The number is converted once, as the script is read.