Staredit Network > Forums > SC1 Mapping Tools > Topic: Starforge:Ultimate
Starforge:Ultimate
Aug 18 2009, 4:01 am
By: Heimdal
Pages: < 1 2 3 4 5 >
 

Aug 18 2009, 9:39 pm Clokr_ Post #41



Quote from Ahli
this looks like it will evolve to the editor everyone wanted...

very promising...
but I fear it came to late

It came as soon as we could. I know it's a bit late, but we were busy.

Quote from O)FaRTy1billion[MM]
Quote from Clokr_
Quote from O)FaRTy1billion[MM]
I'd like to help in any way I can, so I signed up. ;o
I can do any sort of data collection, formatting, etc. If you need any information related to SC (such as fonts, colors, etc.), I can get that too (though I'm sure you probably could, too).

All the data is pretty much collected up already. It loads the player colors and the fonts from the SC files. Right now the string textboxes use a Windows font but I'll eventually try to make them use the SC font. I might need some help to get overlapping working the way it does in SC, but that's it.
Then why do the colors look weird?

Do they look weird? What do you mean?



?????

Aug 18 2009, 10:03 pm Kyrax Post #42



Quote from Wormer
Quote from Clokr_
Well my original idea for my trigger editor was making it C-like with a preprocessor. Then have the triggers split in several files and a #include directive. That'd allow the user to classify the triggers in several files then include them in the main file.
You could also do things like #include <HyperTriggers> or something like that.
Still long time to go until I start coding another trigger editor, if I ever do...
That is reasonable. You could simply (YEAH simply :D ) make an extension of the C language with additional function-level constructs to specify triggers, like: "trigger T { owners: <players list> conditions: <conditions list> actions: <actions list> }" (this reminds me of "class A { public: ... protected: ... private: ... }" ). You then can have two kinds of new objects (conditions and actions) with definition syntax like "condition <identifier> <formal parameters> <definition body>" and "action <identifier> <formal parameters> <definition body>". I believe that is really almost all you need to add to C language. Then you probably need to write some kind of standart library with types definitions, common conditions and actions definitions, unit definitions and such. Writing a C compiler probably is not a very difficult task (but still). Moreover you don't need to generate machine code. But this is only a language part. Then you need to write a good Integrated Development Environment for your language, with syntax highlighting handy UI and such and such, which is probably even harder than writing a C compiler itself.

Why would you need to do all of this time-consuming stuff? :wtfage:



None.

Aug 18 2009, 10:43 pm samsizzle Post #43



stick with the simple sf editor it was the best ever made.



None.

Aug 18 2009, 10:48 pm Wormer Post #44



Quote
Why would you need to do all of this time-consuming stuff? :wtfage:
Quote from samsizzle
stick with the simple sf editor it was the best ever made.
No one needs and obviously no one will do it right now.
These are just suggestions for future developments to keep in mind. So don't worry guys.



Some.

Aug 19 2009, 2:12 am payne Post #45

:payne:

I haven't read over all these pages of posts, but I saw that is seems like no one though about simply saying:
"What about a collaboration between SF and SCMD? Talk to each other about the new features you want to include and share them. Then, code an uber editor and there ya go, everyone's pleased! Simply add something like "SF's text trigger"/"SCMD2 text trigger" check box to make everyone happy and blabla, no? :O"



None.

Aug 19 2009, 3:07 am Rantent Post #46



:omfg: Well, I guess this means I'll have to try this thing out. My only regret is that I won't really have much time to actually do much nowadays.



None.

Aug 19 2009, 3:24 am Heinermann Post #47

SDE, BWAPI owner, hacker.

Quote
"What about a collaboration between SF and SCMD?"
SI and Heimdal have different visions of their own editors. I'm sure that this was suggested or attempted in the past, and won't work out.




Aug 19 2009, 3:48 am MrrLL Post #48



In the unit editor, do you think you could add a feature to select multiple units at once to edit? For instance, if want to set all zerg units to have 10 build time, I have to select each individual unit and building which consumes time. That would be great.

Edit: Oh wait, I think it's already included as I look at it in the one screenshot. Sweet :D

I'm excited.



None.

Aug 19 2009, 4:31 am Heinermann Post #49

SDE, BWAPI owner, hacker.

I talked with Heimdal, and I'll post pieces of our conversation in hopes of answering some questions that havn't been asked yet. (the answeres in italics are direct C&P)

Q: When will testing start?
I'm shooting for sending it out this weekend

Q: Will it be stable, or will we expect to see crashes like the previous version of Starforge?
the thing that I'm nervous about is that this really is a complete rewrite - so it's going to be less stable at first
there's a lot of ground to be made up...but we've also designed it well, so fixes and improvements should be a lot easier

Q: I hear Clokr is a part of this project and is contributing a lot of new features, what are some of the things he's done?
yesterday clokr wrote a unit movement tool (drag & drop) in an hour or so
I keep telling him to stop making new features when we're so close to alpha release :)

Q: is there any way I can test sooner? :P
... No Response. ...




Aug 19 2009, 12:29 pm Clokr_ Post #50



Quote from name:Merrell
In the unit editor, do you think you could add a feature to select multiple units at once to edit? For instance, if want to set all zerg units to have 10 build time, I have to select each individual unit and building which consumes time. That would be great.

Edit: Oh wait, I think it's already included as I look at it in the one screenshot. Sweet :D
Yeah, you can edit the settings of multiple units / weapons / technologies at once.

Quote from Heinermann
Q: I hear Clokr is a part of this project and is contributing a lot of new features, what are some of the things he's done?
yesterday clokr wrote a unit movement tool (drag & drop) in an hour or so
I keep telling him to stop making new features when we're so close to alpha release :)

My bad, I couldn't resist :P



?????

Aug 19 2009, 2:17 pm Kaias Post #51



There is only one feature that could make me switch editors otherwise unconditionally- the ability to sort triggers into an expandable tree format. I couldn't express how much more productive I could be if I didn't have to wade through ten thousand triggers just to get to my point of interest.



None.

Aug 19 2009, 3:59 pm O)FaRTy1billion[MM] Post #52

👻 👾 👽 💪

Quote from Clokr_
Quote from O)FaRTy1billion[MM]
Quote from Clokr_
Quote from O)FaRTy1billion[MM]
Then why do the colors look weird?

Do they look weird? What do you mean?
This has been determined to be an error on my part. Apparently FireFox 3.5 and above uses some color filter by default that makes pngs look dumb. ;o I've disabled it, and now the colors are all correct.



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Aug 19 2009, 6:16 pm Heinermann Post #53

SDE, BWAPI owner, hacker.

Quote from Kaias
There is only one feature that could make me switch editors otherwise unconditionally- the ability to sort triggers into an expandable tree format. I couldn't express how much more productive I could be if I didn't have to wade through ten thousand triggers just to get to my point of interest.
That's a great idea. Post it on the google group discussion. I'm sure it can and probably will be done.




Aug 19 2009, 6:34 pm UnholyUrine Post #54



YeeES!!!!!!!!!

Now no one'd bitch at me when I say that I'm using Starforge and not SCMDraft 2!

Looks awesome.. hopefully you'd get this done before sc2 o.O.
Full ISOM terrain support FTW.

EDIT:
I'm sure you know about this and have fixed it already, but back in SF1, when one copies a trigger, the trigger editor goes back to the top of the trigger list. This is VERY annoying especially if one needs to create many of the same triggers like, for example, level-up triggers.

Also, another thing that really breaks my balls is when I recently deleted a trigger, any new or copied trigger will be placed there. So if I deleted a trigger in the middle, the new trigger will appear in the middle, then I'd need to sift through all the triggers again to find it... This should be fixed too.

Lastly, it'd be great if there's some way to "mark" triggers externally. Right now, we all use Comments to mark and organize triggers, but it is within the trigger and also takes up a string. It'd be great if one can simply right click or shift click on a trigger, and marks it with a red dot. Then, there can be a button that will center view (too much sc making indeed) you on the first dotted trigger of the list. Click the button again to go to the next dotted trigger.
Obviously, anything that's akin to this idea will be HIGHLY appreciated.

Post has been edited 1 time(s), last time on Aug 19 2009, 6:46 pm by UnholyUrine.



None.

Aug 19 2009, 6:57 pm darksnow Post #55



there should be some sort of marking system that doesn't take up strings.

maybe there could be a box when you create triggers that allow you to add a description.



None.

Aug 19 2009, 7:05 pm poison_us Post #56

Back* from the grave

Quote from darksnow
there should be some sort of marking system that doesn't take up strings.

maybe there could be a box when you create triggers that allow you to add a description.

Quote from Kaias
the ability to sort triggers into an expandable tree format.

That's what Kaias had suggested. As long as SF:U is compatible with my computer [WinME], I plan on switching; this looks great, sounds great, and most likely will be great. Hopefully there will be some things taken from the SCMD2 thread to bulk up the sexiness.




Aug 19 2009, 8:22 pm Wormer Post #57



Quote from Kaias
There is only one feature that could make me switch editors otherwise unconditionally- the ability to sort triggers into an expandable tree format. I couldn't express how much more productive I could be if I didn't have to wade through ten thousand triggers just to get to my point of interest.
This is a text collapsing from Notepad++ :rolleyes:

Quote from UnholyUrine
Lastly, it'd be great if there's some way to "mark" triggers externally. Right now, we all use Comments to mark and organize triggers, but it is within the trigger and also takes up a string. It'd be great if one can simply right click or shift click on a trigger, and marks it with a red dot. Then, there can be a button that will center view (too much sc making indeed) you on the first dotted trigger of the list. Click the button again to go to the next dotted trigger.
Obviously, anything that's akin to this idea will be HIGHLY appreciated.
This is Bookmarks from Notepad++ :whistling1:



Some.

Aug 19 2009, 8:27 pm Clokr_ Post #58



Hey people what about being able to set pre-save console commands?
That way you could invoke a bat file which would call MacroTriggers from the console to recompile all the changed text files and load the resulting .trg file from there every time you click save.
Well, or something like that.



?????

Aug 19 2009, 8:35 pm The Starport Post #59



Quote from Clokr_
Hey people what about being able to set pre-save console commands?
That way you could invoke a bat file which would call MacroTriggers from the console to recompile all the changed text files and load the resulting .trg file from there every time you click save.
Well, or something like that.
Definitely. I don't think SI has a patent on Trigedit text triggers or anything silly like that, so you could also allow StarForge to read trigedit-format text triggers and thus be able to use it directly within.

Keep in mind MacroTriggers is a Java application, though. Not sure whether that'd be an issue or anything.



None.

Aug 19 2009, 9:11 pm Clokr_ Post #60



Quote from name:Tuxedo-Templar
Quote from Clokr_
Hey people what about being able to set pre-save console commands?
That way you could invoke a bat file which would call MacroTriggers from the console to recompile all the changed text files and load the resulting .trg file from there every time you click save.
Well, or something like that.
Definitely. I don't think SI has a patent on Trigedit text triggers or anything silly like that, so you could also allow StarForge to read trigedit-format text triggers and thus be able to use it directly within.

Keep in mind MacroTriggers is a Java application, though. Not sure whether that'd be an issue or anything.

Right. MacroTriggers is just a parser not a true compiler. Still that'd be a simple and effective method to allow the people to make "plugins" for SF.



?????

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