In SCMDraft while using terrain, if I say, am using dirt with isometric, then click off to copy paste something, and want to use dirt again, I have to select a different terrain first before I can go back to using dirt again. It would be very helpful if I could just click right back to dirt instead.
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Yeah, I've always had issues when going from copy and paste back to the Tileset Index, you should make it so when you click the Tileset Index window it automatically switches to it.
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Hotkeys for toggling properties for selected units:
'u' Burrowed
'i' Invincibility
'h' Hallucination
'l' Lifted
Some.
In SCMDraft while using terrain, if I say, am using dirt with isometric, then click off to copy paste something, and want to use dirt again, I have to select a different terrain first before I can go back to using dirt again. It would be very helpful if I could just click right back to dirt instead.
should be doable.
As for the question of what I am considering, I really havn't made a list of all the ideas / suggestions and decided. I had that last exam last wednsday, so am officially done with college, but have to attend a conference this week (with poster) and give a talk at an international meeting next week so still a bit busy. After next week it should wind down so I can start doing shit.
Good thing is no bugs reported.
I have a map that crashes in SCMDraft2 because of certain EUD triggers in it. I'm not sure if this is a unique thing or if you're already aware of it, but if you want to take a look at the map I'd be happy to send it to you.
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It'd be nice if you made it so when you resize a map you don't have to worry about a corrupt piece of terrain fucking up your whole map.. why this happens I don't know.
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I have a map that crashes in SCMDraft2 because of certain EUD triggers in it. I'm not sure if this is a unique thing or if you're already aware of it, but if you want to take a look at the map I'd be happy to send it to you.
Send me that map, and the map that bugs resizing.
I know this probably WON'T happen... but would it be possible to increase the string limit? I'm having a lot of dialogue in my map and I'm barely even near half way done with it at about 36% of string bytes used
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Strings are fairly buggy as it is. I could deal with it if the triggers could be separated from the strings, via a simple number. ie...
comment(0); would refer to string 0. A string list might also be nice in the text editor as well.
If there is a way of going over 1024 strings in SCMDraft, I'd like to know.
Any sort of find/replace in the text trigger editor is pointless, unless it's really easy to incorporate for you. Copy/paste is just one more step.
An editor cannot magically circumvent all the restrictions of StarCraft.
This is lil-Inferno here, so I'm assuming he knows the limits of SC.
The byte (or character) limit for strings is 65536.
Each character in a string takes up one byte of data, and each string has a 2 byte offset value, and a 1 byte null terminator. So, the string "Hello" takes up 8 bytes.
Basically, the limit isn't on how many individual strings the map has, but instead on how much space the strings take up. (or in other words, how many characters the strings have)
For example, if you have 1000 strings that are only 8 bytes long, such as "Hello", you're using 8000 bytes, which is less than 1/8 of the limit.
SCMDraft crashes when you go over 1024 strings. I used text trigger duplicator, added 0-1064 in the comment field, which should only give me 1065 strings, and 6387 bytes used, well under the 65536 bytes.
Post has been edited 1 time(s), last time on Mar 18 2009, 10:14 pm by Zachary Taylor.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I love SCMDraft with the exception of the trigger editor. I would love to take a swing at making another trigger editing plugin, is there a document that tells us something about scmdraft plugins? I can't find any information on them at all...
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Quote from name:Zachary Taylor
Strings are fairly buggy as it is. I could deal with it if the triggers could be separated from the strings, via a simple number. ie...
comment(0); would refer to string 0. A string list might also be nice in the text editor as well.
If there is a way of going over 1024 strings in SCMDraft, I'd like to know.
Any sort of find/replace in the text trigger editor is pointless, unless it's really easy to incorporate for you. Copy/paste is just one more step.
An editor cannot magically circumvent all the restrictions of StarCraft.
This is lil-Inferno here, so I'm assuming he knows the limits of SC.
The byte (or character) limit for strings is 65536.
Each character in a string takes up one byte of data, and each string has a 2 byte offset value, and a 1 byte null terminator. So, the string "Hello" takes up 8 bytes.
Basically, the limit isn't on how many individual strings the map has, but instead on how much space the strings take up. (or in other words, how many characters the strings have)
For example, if you have 1000 strings that are only 8 bytes long, such as "Hello", you're using 8000 bytes, which is less than 1/8 of the limit.
SCMDraft crashes when you go over 1024 strings. I used text trigger duplicator, added 0-1064 in the comment field, which should only give me 1065 strings, and 6387 bytes used, well under the 65536 bytes.
More than 1024 works for me, if you can get it to crash get me the map etc so I can test it..
Trigedit plugin specs should be on the beta site, although thats probably a slightly older version. I have the updated one zipped somewhere but dont know the link off the top of my head.
ugh, just when you have a bug...
I couldn't save the map after I did this, so I gave up on it. Every time I did something after saving the triggers, it said something bad happened. Now trying to reproduce the effect yields nothing. It works fine now. In the past, though I've had trouble with strings whenever they go over 1024, or you get a whole lot of them.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I've been up and down the Stormcoast site, and can't find anything other than the actual plugin file, '.sdp'.
I can unzip the .sdp file to a folder, but all the resulting files seem to be binary... one looks like it's mostly string data, error messages and such. Still doesn't tell me much.
Post has been edited 1 time(s), last time on Mar 19 2009, 3:22 am by Scienthsine.
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I've been up and down the Stormcoast site, and can't find anything other than the actual plugin file, '.sdp'.
I can unzip the .sdp file to a folder, but all the resulting files seem to be binary... one looks like it's mostly string data, error messages and such. Still doesn't tell me much.
Go on the beta site that is linked in the menu, I think its in the downloads there.
Thanks SI, found some sample plugin code there, and it compiles fine, but it is an old version, and isn't compatible with the current version of SCMDraft.
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I did say that, but you could test your ideas with older scmdraft versions
But this should be the current version, you may need to change / void the types and includes since this is the internal version:
http://www.stormcoast-fortress.net/scmdraft/ScmdraftPlugin.hE: As you can see that already has placeholders for scmdraft only strings and map versions, perhaps I or someone else should open a big poll how many people would use that and live with the fact that the resulting map is scmdraft only and wont work in anything else.
Post has been edited 2 time(s), last time on Mar 21 2009, 11:04 pm by Suicidal Insanity.
this is probably a big thing to ask for but it would be amazing if scmdraft had the same trigger editor as starforge or similiar. Probably asking too much.
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SI, please consider
this as a vague idea. I don't have clear picture of how this might be implemented yet (from the point of user interface) but I feel it could be useful.
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Thats another idea that the half done implementation was never finished due to compatibility problems with other editors.