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
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Jun 14 2017, 8:39 am Pr0nogo Post #121



As long as they would have their filenames, it would work fine for my purposes.

I'll let you know if I run into further tree issues with the console enabled.




Jun 15 2017, 5:25 am Pr0nogo Post #122



I was talking to DF about an issue with transmissions earlier, and just now noticed that it's happening in the newest version of SCMDraft.

the last value at the end is the length of the wav/transmission automatically 'detected' by the editor. the first transmission was the one i added in x-tra and has the correct value, but the 2nd transmission is the one i added in scmdraft 2, and the value is 0. which is why it always plays instantly unless i 'set to' manually

Console was showing errors with all of the wavs I was importing - 'could not find length' or something of that nature. I guess this is what the problem was. Any chance this can be fixed? I can't use add 0 or subtract 0 in transmissions since SCMD doesn't autofill any of this in the latest version.

edit: A separate matter: in 0.8.0 it was possible to open the 'text' section of the transmission action and simply hit 'ok' without entering any text, ending with a '(no text)' entry. When I try to do this in the newest version, I get an entry of '<ERROR>' or something that that effect. Is there a functional difference? I imagine lines with 'ERROR' in them aren't good.

Post has been edited 1 time(s), last time on Jun 15 2017, 5:43 am by Pr0nogo.




Jun 15 2017, 3:15 pm Mimose Post #123



Greetings and low bow before you guys.
I encountered a small issue in SCMDraft0.8.0 (Trigger-Elements with only one number cant be clicked and changed in the classic trigger editor). NudeRaider suggested to try the new Version and post bugs here. So there we go ;)

1. Error on starting SCMDraft (this is also in 0.8.0, but im able to work with editor after clicking the "ok" button) Im sorry, but i have to post this errormessage in german cause i dont know the correct translation:
Quote
Der Prozedureinsprungpunkt "RichEdit10ANSIWndProc" wurde in der DLL "C:\WINDOWS\SYSTEM32\RICHED32.DLL" nicht gefunden
Im using Win10 - maybe it has to do something with that...

2.When im running the new version i get the pevious error mesage first. After that this comes:
Quote
Fatal Error: Failed loading primary MPQ(%SCPATH%/stardat.mpq)
- after clicking ok the program closes.
I'm not sure but maybe this occurs because i thrown the 0.9 next to the 0.8 version in the same folder...anyway, 0.8 is still able to run.



None.

Jun 15 2017, 4:09 pm Suicidal Insanity Post #124

I see you !

First error: I'll send a debug version your way on Saturday to try and narrow down the cause. I'm in the Netherlands tommarow. In the meantime, you could try renaming the plugins folder and see if the error goes away.

Second error: Edit the profile settings and tell it where to find starcraft.

Post has been edited 1 time(s), last time on Jun 15 2017, 4:19 pm by Suicidal Insanity.




Jun 15 2017, 4:18 pm Mimose Post #125



I feel so dumb now :stfu: :><: :hurr:
Telling SCMDraft where to find SC solved all those error messages (worked at 0.8 too)
Thank you very much. I'm now really curious in working with your SCMDraft version :D

But unfortunaly i have to say that im still not able to click on a Trigger-element with only one number in Classic TrigEdit :X

Post has been edited 1 time(s), last time on Jun 15 2017, 4:26 pm by Mimose.



None.

Jun 15 2017, 4:36 pm Suicidal Insanity Post #126

I see you !

So when you edit something like 'Elapsed scenario time is at least 0 game seconds.'? I just tried that and the cursor only changes on the right side of the 0 to the edit cursor. Does that work?




Jun 15 2017, 6:15 pm Mimose Post #127



So when you edit something like 'Elapsed scenario time is at least 0 game seconds.'?
Yes thats what im talking about
Quote
I just tried that and the cursor only changes on the right side of the 0 to the edit cursor. Does that work?
and no, unfortunaly it doesnt work for me, neither to the right to the left, top or bottom.
It's no big issue, cause I'm using Trigedit++ beside and there its easy to change, so dont spend too much time in solving this :rolleyes:

Another thing i would really appreciate:
Having Color-codes also at the window with unit properties :)

Furthermore: When i enable custom settings for units all stats go to zero - is that meant to be that way?

Post has been edited 2 time(s), last time on Jun 15 2017, 8:22 pm by Mimose.



None.

Jun 15 2017, 8:34 pm Suicidal Insanity Post #128

I see you !

For the triggers: Are you still getting the riched error? Because then it may be related.


I think scmdraft 0.8.0 set everything to 0 for new maps, and 0.9.0 sets the values to the defaults. So it depends on what you used to originally create the map.




Jun 15 2017, 10:55 pm NudeRaider Post #129

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 Mimose
Another thing i would really appreciate:
Having Color-codes also at the window with unit properties :)
Depending on when / if SI is gonna do that, in the meantime you could just type in the custom names and later, when you've done all the naming go to the string editor and edit the colors in there. Probably faster too, since doing a repetitive task in bulk.




Jun 16 2017, 7:11 am Mimose Post #130



For the triggers: Are you still getting the riched error? Because then it may be related.
Yes im still getting this error mesage.. but when I'm setting the SC-path at the edit-profile menu on startup it doesnt show me the message. Starting again without setting the path gives me the error message again.


I think scmdraft 0.8.0 set everything to 0 for new maps, and 0.9.0 sets the values to the defaults. So it depends on what you used to originally create the map.
Thats not what i encountered yesterday. in 0.8 it works fine (after unchecking the "Use default" it still keeps the default values in the fields). At 0.9 every value is set to zero after unchecking.
Quote from NudeRaider
Depending on when / if SI is gonna do that, in the meantime you could just type in the custom names and later, when you've done all the naming go to the string editor and edit the colors in there. Probably faster too, since doing a repetitive task in bulk.
I've never used that string editor cause 0.8 always crashes when im trying to get to the tab.
In 0.9 i can access the string editor - I'll have a look into that feature later :)



None.

Jun 18 2017, 8:59 am Suicidal Insanity Post #131

I see you !

Quote from Mimose
[
I think scmdraft 0.8.0 set everything to 0 for new maps, and 0.9.0 sets the values to the defaults. So it depends on what you used to originally create the map.
Thats not what i encountered yesterday. in 0.8 it works fine (after unchecking the "Use default" it still keeps the default values in the fields). At 0.9 every value is set to zero after unchecking.

That is because 0.8.0 reset all the settings to default when you unchecked 'use defaults', and 0.9.0 remembers your last custom settings. However 0.8.0 set all custom settings to 0 for new maps, so if you load one of those maps in 0.9.0 then it thinks you had all 0s as the last custom setting and it displays that.




Jun 18 2017, 6:23 pm Pr0nogo Post #132



And chance of a near-future update addressing these issues and/or the mass importing of wav files?

hehe





Jun 18 2017, 6:27 pm Suicidal Insanity Post #133

I see you !

Send me an example wav that shows length 0, so I can see if its my wav parser or something else. Can't promise I'll get to it tonight, still working on a UI for the symmetry options, and need to sort through 1K new photos later on as well, but I'll see what I can do.




Jun 18 2017, 6:37 pm Pr0nogo Post #134



I'll send it to you via PM.




Jun 18 2017, 9:08 pm Suicidal Insanity Post #135

I see you !

The transmission length issue should be fixed now.

You can ignore the <ERROR> display, it currently displays that for empty strings because the code can't tell the difference between a missing string due to an error, and a missing string due to it being blank. Once I've gone over the trigger code to support Unicode + real error handling that will be fixed.

Working on a batch import button for wavs.... keep on getting distracted by cute kitties....






Jun 18 2017, 9:23 pm Pr0nogo Post #136



That's great news! Once both of those wav-related features are implemented, I'll be a very happy camper. Thanks for resolving those problems so quickly!

You can ignore the <ERROR> display
By 'ignore', you mean it won't cause any issues in-game and no string corruption in the editor? Or should I use <14> or some spaces until you add unicode support?




Jun 18 2017, 9:42 pm Suicidal Insanity Post #137

I see you !

It shouldn't cause any problems if you leave em blank.


Batch import also is working, BUT it overwrites sounds without prompting if existing sounds have the same name.




Jun 18 2017, 9:45 pm Pr0nogo Post #138



Sounds good. Thanks for the clarification.

Another small request: any chance overlay settings can be remembered after the program is closed and reopened? I like having creep transparent on all layers (terrain, units, etc), but if I close the program and reopen it, I have to set every setting again.




Jun 18 2017, 9:47 pm Suicidal Insanity Post #139

I see you !

When I rework the settings code yes. Right now the only overlay settings that are being persisted between sessions are the ones that already were stored in 0.8.0.




Jun 18 2017, 10:18 pm Pr0nogo Post #140



Alright, I look forward to that.

Batch import also is working, BUT it overwrites sounds without prompting if existing sounds have the same name.
While prompting to overwrite would be nice in the future, this is actually perfect for me as I occasionally re-voice dialogue or change the length of music during map production, and as such this saves me the trouble of removing the sounds and reimporting them. Much appreciated! I'll give it a spin and let you know if there are any problems.




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