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 4 5 625 >
 

Aug 31 2009, 10:56 pm Suicidal Insanity Post #61

I see you !

Lets see...

Falkoner: Maybe this time they will be more interested in interoperatibility...

Loki: Besides the crashes that occur when the backup database reach the 2gb limit I fixed one that could occur seldomly for every 10th unique filename in the backup database (So whenever the map was renamed or moved into a new folder). The internal autosave counter did not factor into this. Try using the newest linked version as before with a clean backup DB and tell me if you still have crashes before the 2 GB limit. The maps themselves however should _never_ be corrupted, only the backup DB. If you know of a way to make a map corrupt itself do tell me.

Kaias: see release info

zany: I disabled the force focus of the map window, I had had a very good reason for that 4 years ago but I dont remember why that was needed. As long as nothing major starts acting up I'll leave it disabled.

Kaias: For sprites, what else is needed? (Using the version below)

Payne: Screenshot please, and I doubt its anything that staredit / the tileset doesn't have itself.

Arol: I cannot reproduce the problems adding sounds to a map, however the transmission briefing action should be fixed in classic trigedit.
For text trigedit remember the last argument, i.e.: Transmission("yadda yadda yaddi", 1, Set To, 6000, "staredit\\wav\\make tunnels.wav", 1068);
The last argument is wav filelength in milliseconds.

Changes:
- Classic mission briefing editor/trigger editor now attempt to determine wav length when creating play wav / transmission triggers.
- this values MUST be set for text mission briefing editor.
- Inverted locations now colored in orange/red (I may change this color later)
- Multiselect of sprites now possible in sprite properties
- Editing the unknown value in sprites sets the value (Has it been discovered whether this data is used, and for what?)
- Can now right click on selected units and create normal/inverted locations using their bounding boxes (Always display locations is recommended for this, also someone please verify the resulting location dimensions)
- No more autofocusing of the map window
- New bug: when scrolling through doodads, brush isn't immediately visually updated if the size does not change




Also if possible try to continue replying to my comments in this post: http://www.staredit.net/173102/




Aug 31 2009, 11:59 pm Kaias Post #62



Ok, lets see... my questions first. And I'll try to post thigns fixed so you could cross them out when it happens, and later on edit the link to the newest version into the OP.

- Better Trigger Commenting: An exceptional system would allow search by tags in all trigger comments and only display those triggers with the correct tags in their comments, also have
the comments not consume string usage <- would kill compatibility with other editors but the internal structures for this have been in place since the first plugin spec release, maybe I;ll enable that for advanced users or something.
Screw compatibility

- The ability to display 2 classic trigedit windows at once would also be useful, for editing cross-player trigger systems. <- would involve a fair amount of redesign, would like some feedback on how many people would use this.
Compared to other things you do to enhance the trigger editor, this one isn't so high. If you could physically drag or move triggers from window to window, however, it'd be much more valuable.

- Change "Neutral" to "Player 12". <- I would like to know the reasoning for this.
-> Neutral (Player 12) if anything

- Pylon power radius isn't perfectly accurate <- example please
Heinermann elaborated.


- option for alphanumerical location list <- huh? You mean like 01 02 03 04 etc?
AKA a togglable option to sort the location listing alphabetically

- fix fake location listing bug (get picture for this one) <- details please
You already fixed this.

- Fix sprite property flags. All flags except "Draw as Sprite" and "Disabled" are unused. <- I think some are used to define the terrain height of the sprite, and beta used even more. Support for this doesnt hurt.
Your choice, doesn't matter much to me. Perhaps you should sort them between useful and extraneous to help people.

Multiple selection of sprites does not work properly <- hmm?
seems this is addressed

- Invert selections <- Is this meant as a "Select all but selected"
Seems so. I would handle this by when you drag a selection box holding, say ctrl+shift, it inverts the selection of the units in the box.

- More accurate minimap/unit colors for extended colors. (If possible) Maybe contact Farty about how he did it in PColor. <- dont these change every patch?
An update couldn't hurt. There are a lot of them that rarely change

- If it's possible to fix the issues with the backup DB, where it has crashes if it gets too big, that'd be nice. <- I've never had it myself and would need to have someone send me a broken backup DB or better yet if it can be reproduced a DB with steps how to corrupt it. Would love to fix this.
I've had this bug where it was a few gigabytes and messed it up. I just deleted by back up file and created new ones.

- Zoom function freezes on Vista (I (vrael) have Vista, and it does not freeze for me) <- I've been using vista since shortly after release and it works fine.
This was reported by Ahli; perhaps contact him?

- An issue exists where uploaded sounds do not work at first and must be re-uploaded <- details please.
I have never experienced this

- Having "autosave" disabled by default instead of enabled by default, at least if there are large sounds. Any map with sounds will likely become corrupted due to excessive filesize <- details please.
I would auto turn off autosaves only if large waves become attached, or at least up the autosave cycle time significantly if it does.

- Whenever I'm clicking around in the spawn menu (left side) and press an arrow key, SCMDraft freezes and I'm forced to restart. <- details please.
I have not experienced this

- Ability to place Fog of War simultaneously for several players <- ctrl should place it for all players, its currently not possible to only do it for a subset.
Useful to know.

- History (Recent Actions, able to go back) <- explain, is this different than undo?
I assume this would be like the history window of programs like Photoshop where each change shows up on the History panel and can be reverted to by selecting it. I don't care too much about this personally.

- •Have a better plug-in system. The one you have currently only works for trigger plug-ins <- noone has ever written any sort of plugin, if someone wants to do something specific for other sections that can always be discussed.
I haven't tried but I'm guessing the process is a little unfriendly

-> An extension of such an idea would be to be able to group trigger into a tree-tech in which you can create a new category (lets say "Battle System") and move triggers from "General" to "Battle System" and you get to simply click the "+" on the left to see all the trigger-tree listed there with comments as their name. <- that was the plan with the tree in text Trigedit, unfortunately it was never finished :(
This is a MUST, at least for the classic trigger editor. Large projects become impossible to work on without this sort of organization capacity. This is near the highest on any triggerer's wishlist.

- SCMD2 do not -ever- delete completely the doodads placed at the edges of the map <- details?
I tried to reproduce this and couldn't

- Have 2 check-boxes in locations' properties menu: one that says "Inverted Location" and that inverts the left and right's values and the top and bottom's values. <- Do you mean it swaps top left and bottom right corner? does that work as an exclusive location or what does this do?It appears you've done this

Kaias: For sprites, what else is needed? (Using the version below)Any change I try to make to any sprite's flag doesn't stick.

On an unrelated note, selecting a unit and changing it's player via cycling through the player listing (up top by zoom) doesn't register as a change in the map (the asterisk doesn't appear)



None.

Sep 1 2009, 1:28 am samsizzle Post #63



- Can now right click on selected units and create normal/inverted locations using their bounding boxes (Always display locations is recommended for this, also someone please verify the resulting location dimensions)

Works pretty much perfectly.



None.

Sep 1 2009, 3:18 am Morphling Post #64



-> An extension of such an idea would be to be able to group trigger into a tree-tech in which you can create a new category (lets say "Battle System") and move triggers from "General" to "Battle System" and you get to simply click the "+" on the left to see all the trigger-tree listed there with comments as their name. <- that was the plan with the tree in text Trigedit, unfortunately it was never finished :(
Quote from Kaias
This is a MUST, at least for the classic trigger editor. Large projects become impossible to work on without this sort of organization capacity. This is near the highest on any triggerer's wishlist.
I have to agree. This is a must. :D :D :D
Quote from samsizzle
Works pretty much perfectly.
Lol. Something cannot pretty much work pefectly. You cannot have a degree of perfection. Only perfection or not perfection.



None.

Sep 1 2009, 3:47 am payne Post #65

:payne:

For Sprites improvement (and more) return to this post ;o (Look at Brushes section too, they are under-estimated :()
And thank you for the Inverted and Fog of War! :D
I hope the Trigger-Tree will works :(
And again, screw compatibility!
And when you are talking of "Invert Selections", if that was from me, what I meant was:
When you are selecting some terrain pieces for extended terrain purposes, it is some times tedious to select correctly all the right tiles and then... oh no! You've just selected a tile you didn't want! :hurr:
Give us the ability to unselect a tile :D

P.S. Go see your PMs @SI

EDIT: That Drag'n'Drop trigger from Kaias is neat! <3

EDIT 2:
More improvements you could do:

- Default sprites limit set to 499, and bla bla! Anyways, default values of such things should be based off this wiki.
- A toggle option that automatically spawn a Start Location under the first unit placed for each player.
- In "Options - > Grid", the shortcuts aren't well "right centered"
- A copied and pasted burrowed unit should always be able to get stacked, without having to select the "Allow Units Stack" option
- I'm not sure if you've said you'd do so, but separating sprites into crash categories would help much (In map/On view/Never/etc.)
- Name doodads (I can make up a list for you if you want)

And sorry about the doodad bug, it seems like it only happened in a unique case: my map.

Isometric blockiness (some may be hard to see, but I swear they are blocky!):


Post has been edited 1 time(s), last time on Sep 1 2009, 4:10 am by payne.



None.

Sep 1 2009, 10:43 am Jiggaboo Post #66



I didn't see this in the first post (sorry if I missed it ><) but I would love to see this string sort implemented in either this or a similar fashion:





None.

Sep 1 2009, 12:13 pm Devourer Post #67

Hello

There are some Fog-o-War bugs, for example on twilight: when you make sunken (rectangluar) ground and as a wall such a dirt-doodad-tile, in the editor preview you can look through it, ingame you can't. I'm pretty sure there are more bugs of these, screenshot:

This screenshot is taken in the editor, ingame you are not able to look trough it.

Quote
Devourer: you mean copying inside of a single trigger or between triggers?
I mean that you just could copy an action/condition of one trigger and paste it in the same trigger or in an other trigger, would be cool to be able to copy/paste more actions/conditions than 1

Another one: When you are selecting square-terrain-tiles it sometimes creates red lines for me (as far as I know it happens when I select a tile only on the x/y-axis and not both (hope you understood)) . Screenshot:


Edit:
I just have checked the new feature of creating locations on selected units and there is one thing I recommend you to do:
When you have selected more units than free locations and create locations over them it says for each unit (when you reached the location limit) "Unable to create Location: Location limit reached". I recommend only displaying one pop-up message which says how many units failed to get a location, it's much better.

(bad explained? Here if you didn't get it)
Like you got 100 locations left and selected 200 units and you want to create a location over each, 100 pop-up boxes will be displayed which says "Unable to create Location: Location limit reached". I recommend only displaying one pop-up message which says how many units failed to get a location, it's much better.


Another thing for the create location over unit feature: when you do so for a defiler mound it creates a 3x1 location, I doubt that it is the true size (take a look at the screenshot)


Post has been edited 6 time(s), last time on Sep 1 2009, 1:25 pm by DeVouReR.



Please report errors in the Staredit.Network forum.

Sep 1 2009, 1:38 pm Arol Post #68



Umm theres not realy much left to anshwere from anyone

- Better Trigger Commenting: An exceptional system would allow search by tags in all trigger comments and only display those triggers with the correct tags in their comments, also have
the comments not consume string usage <- would kill compatibility with other editors but the internal structures for this have been in place since the first plugin spec release, maybe I;ll enable that for advanced users or something.
i dont realy need this feature, i prefer compatibility however i trigger outside of scmdraft so other ppl might find this much more usefull
- The ability to display 2 classic trigedit windows at once would also be useful, for editing cross-player trigger systems. <- would involve a fair amount of redesign, would like some feedback on how many people would use this.
wouldnt probably
- Change "Neutral" to "Player 12". <- I would like to know the reasoning for this.
neutral is more newb friendly imo experts will know it anyway and/or use text trigger where it is p12

Thanks for fixing the Briefing Bug. Scary that this was the problem, cause ingame transmissions dont need the wav lenght saved in trigedit.
However i got a new Issue in the actual ver :P If your at the Unit layer in older versions u could just press 1-9 to change the Unit u have selected to player 1-9. Now it plays an error Sound if u have a Unit of the Unitlayer selected. For already placed units it still works.
€dit Another thing i just came up is that the curso/wasd map scrooling works realy badly now, if this is used to be an improvement, i must say scrolling the map with cursor or wasd is much more important for me then going through the layertree :( Well, im just not sure if its supossed to be like its now or not. However... Once i use the Layertree, Mapscrolling through coursor or wasd keys dont work anymore until i switch to a different Programm and back to Scmdraft. Normaly this worked throuhg unselecting the current selection from the layertree and just click on the "map"

Ugh and the Transmission Text only is displayed as long as the .wav lasts used in the transmisson - a bit unconfortable :stfu:

Post has been edited 2 time(s), last time on Sep 1 2009, 3:43 pm by Arol.



None.

Sep 1 2009, 2:17 pm Heinermann Post #69

SDE, BWAPI owner, hacker.

Quote
- Default sprites limit set to 499, and bla bla! Anyways, default values of such things should be based off this wiki.
Unit and unit-sprite limit should be 1700, ignoring Start Locations for units, but not unit-sprites.




Sep 1 2009, 2:42 pm Kaias Post #70



Quote from Arol
€dit Another thing i just came up is that the curso/wasd map scrooling works realy badly now, if this is used to be an improvement, i must say scrolling the map with cursor or wasd is much more important for me then going through the layertree :(
You should probably explain what makes it 'bad' now, otherwise your comment doesn't help at all.



None.

Sep 1 2009, 3:08 pm payne Post #71

:payne:

Quote from Jiggaboo
I didn't see this in the first post (sorry if I missed it ><) but I would love to see this string sort implemented in either this or a similar fashion:

Supported! :D

Doodads related:
- It is really annoying to have to move your mouse really quickly to the left bar so that the doodad stay in sight (which allows for better doodad searching). You should always make the "display cursor" in the middle of the screen.
- When the "doodad cursor" is on the left edge, I think sprites are being removed from the display and it only shows you the terrain part (or at least, it does it for trees).
- Again, name these damn doodads xD



None.

Sep 1 2009, 3:19 pm Kaias Post #72



It now seems to move locations with parameters outside the map back inside. This is -not- good.

Read up: Location Shifting
and why location shifting is so important: Location Grids

Edit: Invert X, Y, XY aren't physically changing the coordinates, only shading the location orange/red
I'm getting massive errors when I try to make locations outside of bounds on certain maps
bleh

Edit: and I agree. It is important to denote a change in version even for the micro changes, IE 0.8.0f

Post has been edited 2 time(s), last time on Sep 1 2009, 4:07 pm by Kaias.



None.

Sep 1 2009, 9:12 pm Suicidal Insanity Post #73

I see you !

I disabled the code to check for locations outside the map, this was being called when loading a location due to the changes for inverted locations.
However the inverted locations still are stored correctly, its just that the location properties window auto sorts it internally, that I need to also disable.

The sprite flags work fine for me, dont know why they shouldn't be.

The inverted locations use the units collision box size because I assumed that is what is used for the location test. If buildings act differently let me know.

Also fixed the doodad drawing problem on the map edges.

Payne: you can move the mouse to the center and scroll through the doodad tree with the latest version, only problem is that killed arrow key scrolling.

I would handle this by when you drag a selection box holding, say ctrl+shift, it inverts the selection of the units in the box.

<- ctrl shift is already used to add another box of units to the current box

Post has been edited 3 time(s), last time on Sep 1 2009, 9:50 pm by Suicidal Insanity.




Sep 1 2009, 9:53 pm Jack Post #74

>be faceless void >mfw I have no face

Ah, I thought you said you DIDN'T change that. If it's too annoying without arrowkey movement then MMB scroll would be better than nothing for going through doodads.



Red classic.

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

Sep 1 2009, 10:38 pm Suicidal Insanity Post #75

I see you !

New updates:
Unit properties dialog redesign (Note: moving units or changing unit IDs is not attached to the undo list yet.)
Disabled the location boundary checking code
Fixed doodad sprite display for left border and top border of map
Map window now receives focus after left and right clicking, so it should be easier to use wasd/arrow key based scrolling and its still possible to use arrow keys for the tree at the left.




Sep 1 2009, 10:51 pm Falkoner Post #76



It's looking great! I love the new Unit Properties, much cleaner looking. Now, could that be applied to Sprites as well? Also, is there a way to reduce the box around sprites when they are selected to the proper size, or must it be that exact size always? If it hugged the graphic it would look much better :)

Also, I just realized the main problem with the sprites, when you go to their properties, they are not all selected by default, unlike the units.

In the New Map dialog, could you change the default triggers to No Triggers by default? People rarely need the Melee triggers in there. Also, could you make Dirt the default for many of the tilesets, instead of Water?



None.

Sep 1 2009, 11:10 pm Moose Post #77

We live in a society.

Quote from Kaias
Ok, lets see... my questions first. And I'll try to post thigns fixed so you could cross them out when it happens, and later on edit the link to the newest version into the OP.

- Better Trigger Commenting: An exceptional system would allow search by tags in all trigger comments and only display those triggers with the correct tags in their comments, also have
the comments not consume string usage <- would kill compatibility with other editors but the internal structures for this have been in place since the first plugin spec release, maybe I;ll enable that for advanced users or something.
Screw compatibility
I just wanted to mention that if you do decide to screw compatability, please make sure compatibility remains untouched for people not using the features that would interfere with it.




Sep 1 2009, 11:17 pm Suicidal Insanity Post #78

I see you !

The sprite boxes are so huge because there isn't any info anywhere about the true sprite size, so I have to use some image dimensions that are overkill.

I may look at the sprites window again, for now I plan on waiting for more feedback on what sprites still need before tackling it again, next up is most likely a redesigned string tab in the map settings.

I was actually planning on having units not have everything selected by default, not sure whether I will follow through tho if this is useful. (And using some code profiling tools @ work to see if any performance bottlenecks exist... :D)




Sep 1 2009, 11:19 pm Moose Post #79

We live in a society.

  • There's no check mark next to the currently selected level of (debug) output.

  • Placing Map Revealers down for some players will leave uncovered patches at the end of the map. Example: Placing for Player 5 on a 128x128 map will have fogged patches on the left side.

  • When selecting multiple units and going into properties, enabling multi-selection/deselection with holding down shift in the list would be useful.

  • A function to select all units by certain criteria (eg, select all Terran Beacons, select everything owned by Player 4, select all Terran Beacons owned by Player 4)? (if you want to be ridiculous, select by query :P)

  • Is mass editing of units/upgrades/abilities feasible?
    Examples:
    - Enabling or disabling multiple techs at once
    - Setting research time to 50 for multiple techs
    - Setting max upgrades to 5 for multiple upgrades
    - Setting multiple units to disabled by default
    - Setting multiple units to 80 HP or 10 damage


Post has been edited 6 time(s), last time on Sep 1 2009, 11:34 pm by Mini Moose 2707.




Sep 2 2009, 9:58 am LokiArexon Post #80



Something I forgot to mention (largely because it's somewhat of a minor detail), is that when you use the quicksave function, you tend to get the "hourglass" if the map is large. However, if you use "save as" then the upper left area of the screen 'bugs out' for a second or two while the map saves. I don't really prefer either one, but I've always found the discrepancy between the two somewhat mystifying.



None.

Options
Pages: < 1 « 2 3 4 5 625 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:46 am]
RIVE -- :wob:
[2024-4-22. : 6:48 pm]
Ultraviolet -- :wob:
[2024-4-21. : 1:32 pm]
Oh_Man -- I will
[2024-4-20. : 11:29 pm]
Zoan -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
You should do my Delirus map too; it's a little cocky to say but I still think it's actually just a good game lol
[2024-4-20. : 8:20 pm]
Ultraviolet -- Goons were functioning like stalkers, I think a valk was made into a banshee, all sorts of cool shit
[2024-4-20. : 8:20 pm]
Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)
[2024-4-20. : 8:18 pm]
Ultraviolet -- Oh_Man
Oh_Man shouted: lol SC2 in SC1: https://youtu.be/pChWu_eRQZI
oh ya I saw that when Armo posted it on Discord, pretty crazy
[2024-4-20. : 8:09 pm]
Vrael -- thats less than half of what I thought I'd need, better figure out how to open SCMDraft on windows 11
[2024-4-20. : 8:09 pm]
Vrael -- woo baby talk about a time crunch
[2024-4-20. : 8:08 pm]
Vrael -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
so that gives me approximately 27 more years to finish tenebrous before you get to it?
Please log in to shout.


Members Online: Roy