Staredit Network > Forums > SC1 Mapping Tools > Topic: scmdraft - 0.9.0 info + nightly download (Post small feature req
scmdraft - 0.9.0 info + nightly download (Post small feature req
Apr 9 2017, 9:27 am
By: Suicidal Insanity
Pages: < 1 « 4 5 6 7 860 >
 

Jun 12 2017, 6:00 am Wormer Post #101



What is a psi radius anyways? :wtfage:



Some.

Jun 12 2017, 6:04 am Pr0nogo Post #102



Pylon power radius.




Jun 12 2017, 7:50 am Suicidal Insanity Post #103

I see you !

Quote from Pr0nogo
Cheers SI, unit ranges are super useful for mapmakers. If possible, can we have the option to configure hotkeys for displaying these things?
Adding hardcoded hotkeys - sure. User defined - probably not.




Jun 12 2017, 8:05 am Pr0nogo Post #104



Hardcoded is fine, so long as there's something to toggle them without having to navigate through the menus.

Any ETA on the next build with these features? And will you be displaying sight range as well?




Jun 12 2017, 8:13 am Suicidal Insanity Post #105

I see you !

The build is available, see link in first post.

Probably could add sight range as well, basically copy+paste of this code, but then it would ignore the LOS stuff. LOS + sight range is displayed with the fog of war preview option.




Jun 12 2017, 8:16 am Pr0nogo Post #106



Right, that makes sense. Maybe useful for weaponless airborne detectors, though that's fairly niche. I'll try the build out and let you know what I think!




Jun 12 2017, 10:24 am Pr0nogo Post #107



Only headache so far is the profile nonsense that I reported a while back (some are there but won't display):



Otherwise I'm enjoying the latest features. I especially love the transparent creep option! Looking forward to seeing the hotkeys put in for modifying the display states. Any chance we can get a 'show all' option for attack ranges so we can see air and ground simultaneously? An option for toggling display of locations via hotkey would be ideal as well.

I noticed your current considerations include being able to cut/copy/paste locations. This would be very useful for my purposes but would obviously require the ability to ctrl+click and shift+click for multiple locations. Not sure how feasible that is, though.

Small complaint, but migrating from the final release of 0.8.0 has my brain lagging a bit any time I use the middle mouse button to click and drag the camera - it's not nearly as smooth in the new version.

Thanks again for all your hard work man!




Jun 12 2017, 10:29 am Suicidal Insanity Post #108

I see you !

Air+ground - I havent decided on a good way of telling apart air range and ground range (And when both are identical it gets worse).

I'll make a version with debug output for the profiles tonight so we can figure that out.




Jun 12 2017, 10:33 am Pr0nogo Post #109



Maybe drawing the air range indicators as blue or some color other to differentiate them from ground would be a decent solution?

I'll do my best to help you troubleshoot with profiles. After I closed and re-opened it a few times it seemed to fix itself. I'll let you know if it stays that way.

edit: looks like when I load up my mpq with an (extensively) modified tileset into SCMDraft, I'm unable to access the terrain palette on the left side of the screen. Clicking the plus, hitting enter, pressing the right arrow key, all do nothing, so I have to open up the windowed palette in order to paint terrain. This doesn't happen with other modified tilesets, so I assume it's just because I have a very heavily-edited one, but it didn't occur in the final release of 0.8.0.

Post has been edited 1 time(s), last time on Jun 12 2017, 1:12 pm by Pr0nogo.




Jun 12 2017, 5:32 pm Suicidal Insanity Post #110

I see you !

The contents of the tree are hardcoded into scmdraft, and is updated on active map switch. My guess is something else is throwing an error during map switch whichthen stops the tileset update code from running. Most likely the update of the doodad items, since that is done right before the terrain. If you start it with -console you most likely would see a "Could not add the doodad entries to the terrain tree." error entry in the output.

(0.8.0 had very limited error handling in the UI, which is most likely why it worked)




Jun 12 2017, 5:45 pm Pr0nogo Post #111



They aren't considered doodads, just extra terrain tiles. This is what the console looked like after opening a jungle map with the mpq loaded.



Although, strangely, it seems sometimes I can use the terrain tree upon first map load (only sometimes), which is probably related to what you mentioned with it updating.

Any option to stop SCMDraft from creating cklib.log text files that it then doesn't erase, or are they used for something?




Jun 13 2017, 2:25 am xena326 Post #112



And unit ranges....
Unit ranges very good
I was just about to propose this.


And I want to do this additionally.
1. Location coordinates
2. Copy Cut Paste \ Brushes hot key
3. Direction Key Priority

Attachments:
Coordinates.gif
Hits: 4 Size: 322.76kb
hot key.png
Hits: 2 Size: 195.81kb
direction key.gif
Hits: 4 Size: 553.3kb



None.

Jun 13 2017, 11:14 pm Suicidal Insanity Post #113

I see you !

Quote from xena326
3. Direction Key Priority

There is a bug thas the arrow keys are ignored right now, unless units are bing moved. Click on the map view scroll bar once to activate the window, and use 'WASD' to scroll.

I'll add using F6 as a hotkey to toggle between the map view, overlay panels, and object tree on my todo list...




Jun 13 2017, 11:26 pm Pr0nogo Post #114



When closing SCMDraft while it had a copy of an Inconsummate map open (so, modified tileset): trigedit.dmp

I suspect this is because I attempted to upload the map while it was still open in SCMDraft, but I'm not sure.




Jun 14 2017, 12:01 am Suicidal Insanity Post #115

I see you !

Its got to be something else - I copy the actual file and only work on the copy internally, then overwrite the original if you do save. I'll take a look tommarow, gotta head to bed. Did the console output happen to have any errors shown?




Jun 14 2017, 12:23 am Pr0nogo Post #116



I didn't run it with the console, but if it persists I'll check it. Doesn't seem to be very consistent, at least not yet.




Jun 14 2017, 3:10 am Pr0nogo Post #117



Bumping to ask the ever-important question: how high on your priority list is allowing for multiple files to be selected when importing wavs? I often have between 100 and 200 lines per campaign mission, which, as you might imagine, are carpal-tunnel-inducing to import one at a time.

edit: I tried the most recent Irregularities version and unless I have the console enabled, the terrain and doodad trees aren't working as intended. With console enabled, they don't screw up (or haven't yet, anyways). Not sure if that makes any sense or if it helps you narrow down the issue. I can PM you the mpqs/tilesets I'm using if that would help.

Post has been edited 1 time(s), last time on Jun 14 2017, 3:33 am by Pr0nogo.




Jun 14 2017, 4:11 am NudeRaider Post #118

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

Quote from Pr0nogo
Bumping to ask the ever-important question: how high on your priority list is allowing for multiple files to be selected when importing wavs? I often have between 100 and 200 lines per campaign mission, which, as you might imagine, are carpal-tunnel-inducing to import one at a time.
Hasn't jj added quick fix to ChkD specifically for that? I mean it would be nice if ScmD could do it as well, but in the meantime it should remove much of your carpal-whatever thing.




Jun 14 2017, 4:38 am Pr0nogo Post #119



In my experience, using multiple editors to edit the same map has always resulted in corruption. Guess I'll make a copy and see what happens.

edit: The version of CHKDraft on the DLDB does not allow for multiple file selections.




Jun 14 2017, 8:19 am Suicidal Insanity Post #120

I see you !

Quote from Pr0nogo
Bumping to ask the ever-important question: how high on your priority list is allowing for multiple files to be selected when importing wavs? I often have between 100 and 200 lines per campaign mission, which, as you might imagine, are carpal-tunnel-inducing to import one at a time.

edit: I tried the most recent Irregularities version and unless I have the console enabled, the terrain and doodad trees aren't working as intended. With console enabled, they don't screw up (or haven't yet, anyways). Not sure if that makes any sense or if it helps you narrow down the issue. I can PM you the mpqs/tilesets I'm using if that would help.

Isn't that high, but adding a 'batch import' button shouldn't be that difficult. It would bypass the UI for specifying destination name though :/

That doesn't make much sense, the debug output it dumped irregardless of whether the console is visible, the option just opens the window to show it.




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