6 years ago, on this day, StarCraft map making changed forever. This was the day Starforge was first released to the public.
I am here today to announce a brand-new map editor: Starforge:Ultimate. Several years ago, I set out to rewrite Starforge, having learned many lessons in the devleopment of the first. Since then two more programmers - Clokr and zergstain - have joined me, and we think it's finally ready to be revealed.
However - it is still rough around the edges. For this reason we will be conducting a limited Alpha test. After gathering feedback and bug reports from a small number of users, we'll go ahead and open it up to everyone when the major issues are resolved.
Here's how to get involved - I will be opening signups for our
Google Group until we get enough people. Everyone who joins in that time will be considered entered in the Alpha test. We'll use the group site to gather feedback and bug reports.
Now that's all out of the way, here's some information about the project:
-MAC PORT!
-FULL ISOM TERRAIN SUPPORT
-FULL ISCRIPT SUPPORT
-Full-layer custom brushes
-CHK section import/exporting
-string recycling/unrecycling
-zoom!
-creep and pylon preview
-more extensive fog of war tools
-text-based trigger editing
-dockable and customizable tool windows
-lots and lots more...
Screenshots:
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So that's what Clokr_ was working on....
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Will this have all the features of Scmdraft?
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I like how the triggers are numbered.
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Oh the dark times of text triggers of StarForge, you came back!
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Will this have all the features of Scmdraft?
The original Starforge was built with the intention of being "The only map editor you'll ever need." I know that this new version has the potential to actually reach that goal. It's not quite there yet, but it could be.
In addition, Starforge:Ultimate has numerous UI improvements - for example you can rename a unit or location by clicking on its name in the item tree in the main window. Or you can edit the settings for multiple units/upgrades/abilities/weapons at once (for example, setting build times or costs).
I also intend to make SF:U an open source project eventually.
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I can't say I'm really excited about this. It seems like too little, too late. I'm perfectly content with SCMD2, but I guess another editor can't
hurt.
I hope a lot of the features in SF Ultimate will come from the SCMD2 final call topic, because that will give people a reason to use it. There's no point in just being able to do things you could already do in existing programs.
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I can see this being perfect if it has
Macro Triggers built into it. Macro Triggers is where you code your triggers and it converts it into scmdraft trigger syntax. It has many uses like a powerful trigger duplicator. It can also make binary countoff triggers very fast. I always use this when I make my concept maps.
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I can see this being perfect if it has
Macro Triggers built into it. Macro Triggers is where you code your triggers and it converts it into scmdraft trigger syntax. It has many uses like a powerful trigger duplicator. It can also make binary countoff triggers very fast. I always use this when I make my concept maps.
That would be nice if it was integrated into the text editor. Also, I think the trigger editor should combine the aspects of having all the text triggers in one window from SCMD2 and the autocomplete feature of SF like an IntelliSense sort of thing.
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I can see this being perfect if it has
Macro Triggers built into it. Macro Triggers is where you code your triggers and it converts it into scmdraft trigger syntax. It has many uses like a powerful trigger duplicator. It can also make binary countoff triggers very fast. I always use this when I make my concept maps.
That would be nice if it was integrated into the text editor.
That's what I meant by, "Macro Triggers built into it".
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Finally, I may actually take a break from using ScmDraft
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I can see this being perfect if it has
Macro Triggers built into it. Macro Triggers is where you code your triggers and it converts it into scmdraft trigger syntax. It has many uses like a powerful trigger duplicator. It can also make binary countoff triggers very fast. I always use this when I make my concept maps.
That would be nice if it was integrated into the text editor. Also, I think the trigger editor should combine the aspects of having all the text triggers in one window from SCMD2 and the autocomplete feature of SF like an IntelliSense sort of thing.
SF's trigger editor is almost finished. However I have had in mind for a long time coding another trigger editor for it which would load text files and compile them like MacroTriggers does. The problem is that coding the rest of SF comes first.
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I can see this being perfect if it has
Macro Triggers built into it. Macro Triggers is where you code your triggers and it converts it into scmdraft trigger syntax. It has many uses like a powerful trigger duplicator. It can also make binary countoff triggers very fast. I always use this when I make my concept maps.
That would be nice if it was integrated into the text editor. Also, I think the trigger editor should combine the aspects of having all the text triggers in one window from SCMD2 and the autocomplete feature of SF like an IntelliSense sort of thing.
SF's trigger editor is almost finished. However I have had in mind for a long time coding another trigger editor for it which would load text files and compile them like MacroTriggers does. The problem is that coding the rest of SF comes first.
Hi Clokr_,
If there would be a built-in MT, can you actually "select" a function of MacroTriggers, so that it automatically adds it in itself? For example, at the right side of the built-in MT, you could double click on "Array", and then it would give you instructions or automatically does things for you.
By the way, it may sound very stupid to ask that :\
Post has been edited 1 time(s), last time on Aug 18 2009, 5:05 am by NothingZ.
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I can see this being perfect if it has
Macro Triggers built into it. Macro Triggers is where you code your triggers and it converts it into scmdraft trigger syntax. It has many uses like a powerful trigger duplicator. It can also make binary countoff triggers very fast. I always use this when I make my concept maps.
That would be nice if it was integrated into the text editor. Also, I think the trigger editor should combine the aspects of having all the text triggers in one window from SCMD2 and the autocomplete feature of SF like an IntelliSense sort of thing.
SF's trigger editor is almost finished. However I have had in mind for a long time coding another trigger editor for it which would load text files and compile them like MacroTriggers does. The problem is that coding the rest of SF comes first.
Can you elaborate more on what the trigger editor is like? Is it just an updated version of the original SF editor, or is it like the SCMD2 trigger editor where all the triggers are on one form all at once?
Honestly, if it's more on the side of the original SF trigger editor where only the individual triggers are text based but they are viewed all together in a classic editor way then it's not really worth using over the classic and text trigedits of SCMD2.
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Macro Triggers was just a suggestion. lol. You are getting was ahead of yourself.
I think an integrated macrotriggers and other features like full EUD support are really necessary in making a new editor that's worthwhile to use, because there's already an existing editor that can do all of the basic things extremely well.
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Macro Triggers was just a suggestion. lol. You are getting was ahead of yourself.
I think an integrated macrotriggers and other features like full EUD support are really necessary in making a new editor that's worthwhile to use, because there's already an existing editor that can do all of the basic things extremely well.
Yeah. I deleted that post because I realized that, but it's still in alpha and they have plenty of time to take suggestions.
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I can see this being perfect if it has
Macro Triggers built into it. Macro Triggers is where you code your triggers and it converts it into scmdraft trigger syntax. It has many uses like a powerful trigger duplicator. It can also make binary countoff triggers very fast. I always use this when I make my concept maps.
That would be nice if it was integrated into the text editor. Also, I think the trigger editor should combine the aspects of having all the text triggers in one window from SCMD2 and the autocomplete feature of SF like an IntelliSense sort of thing.
SF's trigger editor is almost finished. However I have had in mind for a long time coding another trigger editor for it which would load text files and compile them like MacroTriggers does. The problem is that coding the rest of SF comes first.
Can you elaborate more on what the trigger editor is like? Is it just an updated version of the original SF editor, or is it like the SCMD2 trigger editor where all the triggers are on one form all at once?
Honestly, if it's more on the side of the original SF trigger editor where only the individual triggers are text based but they are viewed all together in a classic editor way then it's not really worth using over the classic and text trigedits of SCMD2.
The current trigger editor works the way it did on the original SF. You can see the screenshots on the first post. It might not be as good as a completely text-based editor, but it is faster than the classic editor.
Anyway we're not trying to force anyone to use this editor. After the public version is finished try it and then stick with the editor you like the most. I assure you SF has a lot of handy features.
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I am truly impressed, when it seemed that the SC community was slowing down, a brand-new editor is on its way, this one looks quite impressive, it seems to retain the user-friendly look of StarEdit, while having all the features, and more, of SCM Draft 2 and StarForge. Very impressive, I can't wait to see this project really get into the full swing of things, great work guys
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