Staredit Network > Forums > SC1 Mapping Tools > Topic: Final Call For SCMDraft, Revised
Final Call For SCMDraft, Revised
Aug 18 2009, 6:37 am
By: Vrael
Pages: < 1 2 3 425 >
 

Aug 29 2009, 12:10 am Suicidal Insanity Post #21

I see you !

The main problem is that the code to parse the text triggers is not in the scmdraft .exe, and not currently exported by the trigedit plugin... maybe I could do that.

Is macrotriggers feasible as a plugin?




Aug 29 2009, 12:12 am Kaias Post #22



- When using the memory condition, you cannot make the integer long enough (it stops you at 9 digits instead of 10 which is the size of the largest possible 4 byte integer). [perhaps fixed already?] <- fixed
Thank goodness.

Maybe my version isn't the latest, but the bug still exists for me where selecting the player first in the Death condition turns it into the memory condition. I would love for this to be fixed if it isn't already.



None.

Aug 29 2009, 12:12 am l)ark_ssj9kevin Post #23

Just here for the activity... well not really

Placing (isom-only I was informed) space terrain crashes.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Aug 29 2009, 12:16 am The Starport Post #24



The main problem is that the code to parse the text triggers is not in the scmdraft .exe, and not currently exported by the trigedit plugin... maybe I could do that.

Is macrotriggers feasible as a plugin?
Not sure, but if you added an option to trigedit to call it by console command and import the output files (say, as another trigedit compile button option, or something), then it could save a few steps for getting Macro Triggers from its text form into the map.

Remember Macro Triggers (in its current form) is really only useful when coupled with Notepad++, do to the latter's features.

Post has been edited 1 time(s), last time on Aug 29 2009, 1:54 am by Tuxedo-Templar. Reason: typos



None.

Aug 29 2009, 12:16 am Suicidal Insanity Post #25

I see you !

Quote from l)ark_ssj9kevin
Placing (isom-only I was informed) space terrain crashes.
Doesn't n my current version, but it may be related to the fixed bug with zerg buildings (creep) in installation.
One of the last changes I had made was cahnging the clutter algorithm, that had a bug for empty tile groups.




Aug 29 2009, 12:19 am Suicidal Insanity Post #26

I see you !

hmm can you define COM objects with java or make a DLL with exported functions?




Aug 29 2009, 12:26 am The Starport Post #27



hmm can you define COM objects with java or make a DLL with exported functions?
That's a bit beyond my knowledge, at the moment. I know Java can nowadays do nearly anything a normal application can do.

Java uses Java Beans as its equivalent of COM objects, I think. But I'm not sure that's what you want. I'd have to refer you here for answers for that kind of information. :P



None.

Aug 29 2009, 1:11 am Suicidal Insanity Post #28

I see you !

Latest version: http://www.stormcoast-fortress.net/temp/Scmdraft2-setup.rar
Includes some support for location inversion (graphics code isn't updated, and I may use a different color for them to differentiate them.)
Vrael if you could edit this link into the first post and the current time as version, or give me mod rights for just that post, it would be great.




Aug 29 2009, 1:51 am Kaias Post #29



Latest version: http://www.stormcoast-fortress.net/temp/Scmdraft2-setup.rar
Includes some support for location inversion (graphics code isn't updated, and I may use a different color for them to differentiate them.)
Vrael if you could edit this link into the first post and the current time as version, or give me mod rights for just that post, it would be great.
I've updated it for you. Unfortunately, the feature doesn't exist where mods or thread creators can give limited powers on a post or thread (though I have suggested this in the staff forum). Luckily for you there are quite a few active UMS Assistance moderators able to do it for you. I also compiled a changes list with the link; if there is anything incorrect with it or you want something added just say so.



None.

Aug 29 2009, 2:12 am payne Post #30

:payne:

When you say "support location inversion", do you mean we can do a location of any size, go in its properties, check a box labelled as "Invert Location" and then select a unit in a list and it auto-resize to the units' size and then swap left and right's values and the top and bottom's values.
For the doodad bug, just try it: place a doodad tree with "Place doodad anywhere" option enabled at the bottom most of the map (as long as you can see it in its totality) and then, try to delete it... only the sprites get deleted and the terrain part is stuck there forever (you cannot overwrite it with new terrain).
For the Fog of War bug, it just seemed to occur from times to times: I had "Always Display Fog of War" enabled and started to place some FoW around and from times to times, it wouldn't update.



None.

Aug 29 2009, 2:18 am Kaias Post #31



Quote from payne
When you say "support location inversion", do you mean we can do a location of any size, go in its properties, check a box labelled as "Invert Location" and then select a unit in a list and it auto-resize to the units' size and then swap left and right's values and the top and bottom's values.

This is all he meant by limited.



None.

Aug 29 2009, 9:01 am Jack Post #32

>be faceless void >mfw I have no face

Quote from Kaias
Quote from Heinermann
Quote
- Change "Neutral" to "Player 12". <- I would like to know the reasoning for this.
We're more famillear with Player 12. Neutral is too generic and could refer to any player that has been set to neutral (player 1 could be set to a neutral controller).
I prefer it being Neutral because then pressing N brings you immediately to it (and I do use Player 12 often). If you are going to change anything, I suggest making it "Neutral (player 12)".
If you do that, please make it underneath player 11 or 8 or whatever. Makes it more understandable and linear.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 29 2009, 1:26 pm Suicidal Insanity Post #33

I see you !

Kais: maybe mark the finished things in green as well?

As for renaming neutral, I could use Player 12 (Neutral) or Neutral (Player 12), but only player 12 confuses many new map makers as the first release showed when it was called that.




Aug 29 2009, 2:20 pm Heinermann Post #34

SDE, BWAPI owner, hacker.

"Neutral (Player 12)" is fine.




Aug 29 2009, 2:22 pm NudeRaider Post #35

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Hey SI you're back! We all wondered what happened and tried to maintain your old topic, but over-enthusiasm forced us to salvage the old and create another topic. I suggest you create a new topic and one of the mods edits in the current state of this one so that you can edit your own topic.

Sorry for your accident, hope you're alright now.

And godspeed with ScmDraft because as you might have noticed you got some serious competition.
Oh and - in case you don't already - please try to maintain consistent version numbers. E.g. 0.8.1a, 0.8.1b, etc. It was difficult in the past to realize which version had what bugs fixed and stuff.




Aug 29 2009, 2:29 pm Heinermann Post #36

SDE, BWAPI owner, hacker.

The competition isn't serious yet. STarForge Ultimate (in its current state) has more bugs than the first. I'm sure they will be fixed though.

Now more about SCMDraft:
I don't think the location properties dialog needs to display the Raw Flags anymore. Maybe you could add a width/height property that auto-calculates the right/bottom values.




Aug 29 2009, 2:33 pm Devourer Post #37

Hello

Quote
- Cut, Copy and pasting triggers in classic trig edit/mission brief
Copying single conditions/actions makes more sense, can avoid lots of annoying work.
Oh and what about a builtin Trigger-Counter? Or in general an information-window which shows how many strings/locations/units/doodads/spirtes/triggers are used?



Please report errors in the Staredit.Network forum.

Aug 29 2009, 4:37 pm Kaias Post #38



Kais: maybe mark the finished things in green as well?
Done.

Right now Scmdraft is very good in the physical world editing department. Right now what could really use the attention is Trigedit both classic and textual; you hold the capacity to make trigger making a hundredfold faster, and the editor really isn't friendly to maps with several thousand triggers. We need a way to get to where we want easily, which is why I've suggested allowing us to sort it into a collapsible tree format and the ability to place 'bookmarks' in our triggers. I would have no problem lugging around an external file to save these preferences and to save pseudo comments (so that they don't require strings).

If you are too concerned about an external file I believe it is possible to physically save these settings in the bits of actions in hidden triggers (possibly marked by double Never conditions), so that it saves with the map. That is probably more trouble than it is worth, however.



None.

Aug 29 2009, 11:50 pm Heinermann Post #39

SDE, BWAPI owner, hacker.

There are plenty of unused spaces that SI can use for special trigger displays.
1. Unused flags in each condition/action.
2. The two bytes (each condition) that aren't used by the editor.
3. The three bytes (each action) that aren't used by the editor.
4. The four bytes (each trigger) that aren't used by the editor.
5. The 15 bytes (each trigger) of trigger owner settings that are ignored by Starcraft and Staredit. (Probably not ignored, but the only valid options are 1-8, All Players, and Forces 1-4, the rest cannot run a trigger)

I think Sprites should be placed at a high priority.




Aug 30 2009, 3:54 am Falkoner Post #40



Quote
I would have no problem lugging around an external file to save these preferences and to save pseudo comments (so that they don't require strings).

I wouldn't mind if he did what the new StarForge is planning to do, and simply add them into the map as excess data that is only used by the editor, it's a great idea :)



None.

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