Staredit Network > Forums > SC1 Mapping Tools > Topic: Chkdraft Project
Chkdraft Project
Oct 9 2012, 12:42 am
By: jjf28
Pages: < 1 2 3 415 >
 

Oct 18 2012, 10:59 pm Mouse Post #21



When I try opening this, it says:

(header): ChkDraft.exe - System Error

The program can't start because SFmpq.dll is missing from your computer. Try reinstalling the program to fix this problem.

So yeah.. I have no idea wtf happened lol..



None.

Oct 18 2012, 11:31 pm DevliN Post #22

OVERWATCH STATUS GO

Put SFmpq.dll on your computer.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Oct 18 2012, 11:34 pm Mouse Post #23



Where do I get it?

EDIT: Now I have another error..

(Header) ChkDraft 1.0.0.exe - Bad Image

C:/Users/_____/Downloads/SFmpq.dll is either not designed to run on Windows or it contains an error. Try installing the program again using the original installation media or contact your system administrator or the software vendor for support.

Any ideas now?

Post has been edited 1 time(s), last time on Oct 18 2012, 11:44 pm by Mouse.



None.

Oct 18 2012, 11:53 pm DevliN Post #24

OVERWATCH STATUS GO

http://www.4shared.com/file/5rGCsznt/sfmpq.html
http://www.2shared.com/file/9kAQw9sv/SFmpq.html
http://sfsrealm.hopto.org/dwnload.html

Any of those, probably.

EDIT:
So I take it you found it? It's suggesting you reinstall it. :/

Post has been edited 1 time(s), last time on Oct 18 2012, 11:58 pm by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Oct 19 2012, 12:03 am Mouse Post #25



Yes, I found it. But for some reason it is still not working.



None.

Oct 19 2012, 12:30 am jjf28 Post #26

Cartography Artisan

Download this zip:

SFmpqapi.zip

Copy SFmpq.dll, SFmpq.lib, and SFmpq_static.lib into...

If on windows XP:
C:\WINDOWS\system32

If on windows 7:
C:\Windows\system32 and C:\Windows\SysWOW64




^ Probably half of what I told you to do is redundant but that's exactly how I set it up on my comps

Let me know whether this works and what version of windows you're on.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Oct 19 2012, 3:47 am O)FaRTy1billion[MM] Post #27

👻 👾 👽 💪

You don't really need the .lib files. I just copied sfmpq.dll from one of the many folders I have that contain it and it worked fine.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Oct 19 2012, 11:36 am Mouse Post #28



I still keep getting the same errors and I have no idea why. Does it need to be in the same folder as the ChkDraft?



None.

Oct 19 2012, 2:03 pm O)FaRTy1billion[MM] Post #29

👻 👾 👽 💪

Yes



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Oct 21 2012, 4:38 pm Mouse Post #30



What if there was an extra option besides the "Save" function, and there was a "Publish" button that would incorporate a plug-in of Farty's Tinymap2 so it could compress anything that isn't necessary?



None.

Oct 24 2012, 12:25 am Generalpie Post #31

Staredit Puckwork

So is the newest build out yet? I want to smash things :awesome:



None.

Oct 24 2012, 4:53 am jjf28 Post #32

Cartography Artisan

bears a little restructuring to eliminate all of the resize flickers, but soon!



Post has been edited 9 time(s), last time on Jul 30 2015, 7:15 pm by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Oct 28 2012, 9:18 pm jjf28 Post #33

Cartography Artisan

Download Latest



Sorry for the delay, this release was ready Friday but awful issues with my computer winded up in me having to re-install my OS.




Took me upwards of 10 hours of work, but there's now no noticeable flicker, no problems with z order or paint order, and it looks almost exactly like I want it too.

Solved just about every issue I was having when I realized I could create a window that didn't have a background, in essence, 2 magic lines of code:
Code
case WM_ERASEBKGND:
     break;

:facepalm:


Update: 10/28/2012

- The "new" button/menu now brings up a new MDI child window (a new map)
     * Map windows are kept track of under the "Window's" Menu
     * Map windows, when maximized, integrate themselves with the Menu Bar
- Minimap window added
- The minimap window and selection tree are grouped together and resize appropriately
- Combobox's have been given callbacks
- Selection tree now determines UnitIDs based on TREEITEM comparison rather than by searching for units name (solves issues when two tree items have the same name)
- No resize flickr, correct Z-order, no overlap graphics, etc.
- Source is now included (written with visual studios 2010 prof - free for college students)






There is a noticeable aesthetic difference on windows XP, to resolve it I believe I would have to get into custom controls; as I have no interest in doing so, and the program functions the same, I probably won't deal with it till much later; so i'm calling the main GUI done - terrain time!

Feel free to try and break it, LMK if there are any errors!

Post has been edited 1 time(s), last time on Oct 28 2012, 9:25 pm by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Oct 28 2012, 10:38 pm Mouse Post #34



This is very good, granted very incomplete, but it is good for a start. I know I sure as hell couldn't do anything like this lol. Good luck with finishing it.



None.

Oct 29 2012, 2:14 am Generalpie Post #35

Staredit Puckwork

Alright~
It's going to take me a few days to submit a summary of stuff (for lack of a better term in my vocabulary) because I have to go apply for my passport for when I move to Germany at the end of the year, and the closer I get, the more busy I become.



None.

Oct 29 2012, 3:38 am CecilSunkure Post #36



Quote from jjf28
Quote
Or, you could work out all of the IDs in the correct order and just hardcode them in an array:
Zerg_Ground_Array[] = {94, 92, 63, ...};
Then have another piece of code that loops through this hard-coded array and populates another one:
Zerg_Ground_List[i] = UnitDisplayName[Zerg_Ground_Array[i]];

Would look nicer, but the code would be less efficient (has at least more than the current amount of operations), I find it hard to make myself do stuff like that.
A quick note, you don't need to care at all about efficiency in a GUI point and click editor. There's no real-time rendering or anything sensitive going on. Looking nicer, being easier to modify and extend, being more readable, these things are all much more important than efficiency will ever be in this project.



None.

Oct 29 2012, 6:18 am Pr0nogo Post #37



This looks promising.

Keep it up.




Nov 30 2012, 1:48 am Heinermann Post #38

SDE, BWAPI owner, hacker.

Some feedback:
  • Too many menu options. This often confuses users and makes your program look complicated. (Menu should change based on the selected mode, also try removing things that aren't necessary or grouping them in submenus) I know it is exactly the same as Scmdraft, but I still think it's a problem. Some suggestions below.
  • Don't forget to implement hotkeys.
  • Don't forget to implement drag-and-drop.

- Place/Remove Map Revealers and Enable/Disable Fog could both be a dialog containing a 3-state checkbox for each player, eliminating two menus and making the placement more intuitive.
- Display Options are Options. This should be under one menu. Most options should receive a master dialog window, removing most of them from the menu.
- Map Dimensions and Map Description can be put on the same page, eliminating one option.
- "Advanced->Check for Updates" can go under "Help", "Advanced->Open Backup Database" can go under "File", and the last 3 options in Advanced can be put into some master Options/Settings dialog under Options, eliminating the Advanced menu.


You didn't include any source code in the "src" folder. You included the project and solution files, but the project has an obscure reference to a file way outside of the project's scope. Your source code files should be in the same folder as the project. If you create the files within VC++ it will have created it there. If you simply "added" the file, then the file remains at the original location and a relative path is constructed.




Dec 1 2012, 9:35 pm samsizzle Post #39



What I've wanted for a reaaaally long time in SCMDraft is an option to hide/display every layer, units, sprites, fog, terrain, locations etc. Hopefully you get to the point where something like this can be implemented.



None.

Dec 3 2012, 6:15 am jjf28 Post #40

Cartography Artisan

Finally got a chance to get a little work done this weekend!

Highlight: Can create and save new map files.


Update: 12/2/2012

- New brings up the new map popup, you can now create maps of specified sizes and tilesets (though terrain will always be null)
- Open opens the selected map
- Save saves map data that belongs to the active window, with the selected extension, and packs into MPQ if .scm or .scx is specified (though it does not yet rename the MDI window)
- Close closes the map (for New and Close i'm seeing 100% memory return! :))
- Built and reorganized existing functions into the maps (plural!) class, map class, and buffer class
- Misc code touchups
- Source actually included! :P

Download Latest






Quote from Heinermann
Don't forget to implement hotkeys.
Wouldn't dream of it!

Quote from Heinermann
Don't forget to implement drag-and-drop.
Could you be more specific? What items would/should be moving around?

Quote from Heinermann
Too many menu options. This often confuses users and makes your program look complicated. (Menu should change based on the selected mode, also try removing things that aren't necessary or grouping them in submenus) I know it is exactly the same as Scmdraft, but I still think it's a problem. Some suggestions below.
I agree, the menus are a mess and will have to be consolidated before any new menu/items are created; i'll take a longer look at your specific suggestions when I get to that point.

Quote from samsizzle
What I've wanted for a reaaaally long time in SCMDraft is an option to hide/display every layer, units, sprites, fog, terrain, locations etc. Hopefully you get to the point where something like this can be implemented.
Doesn't sound that hard, i'll put that on back-order :)





I'm having some trouble finding a good 16x16 save-as button, someone want to suggest or draw one? <3

Also will be needed a background picture for the minimap.

Post has been edited 1 time(s), last time on Dec 3 2012, 6:21 am by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

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