Staredit Network > Forums > Modding Discussion > Topic: Problems with Current Modding Tools
Problems with Current Modding Tools
Mar 4 2015, 3:49 am
By: Sand Wraith
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Jul 23 2017, 6:39 am Pr0nogo Post #281



PyTILE:

First of all, thank you so much for implementing the megatile property painter. It's unbelievable how much easier it is to apply pathing and other properties to tiles now. You knocked that out of the park.


-Bug?
The 'Apply to megatiles' button doesn't appear to do anything when you select the 'apply {property} to megatiles' option. Am I doing something wrong? What is the intended function?

-Feature requests
Double-clicking on any square in the painter fills the entire megatile with the desired property - e.g. when mid (orange) is selected in height, double clicking on any minitile makes the entire megatile mid-height.
Right-clicking on any square in the painter resets the megatile to what it was before you started applying properties - for when you mess up and want to go back to basic. This feature isn't as useful as the fill feature but I know I'd use it.

Thanks again for all your hard work, on this and many other programs!




Jul 23 2017, 9:57 am Nekron Post #282



AIscript/BWscript openable on previous version are now impossible to open and PyAI says that they're corrupted. Which is probably a very real possibility, but I would love to be at least able to open them and not save or something since I have some scripts not copied to Notepad++ yet :I. All Zerg 3 scripts, namely. Also I'm kinda scared even if I copy everything manually now it might get fucked over again, so I dunno whether I should try to replicate the old script files yet or no..
Almost all script files I used are now unopenable, here's the ones I saved with PyAI yesterday with updated Z3 stuff as an example.

Edit: I actually had the previous PyMS still saved, so I just replaced new PyAI/Libs with the old ones and retrieved the scripts. I could open all now unopenable files just fine. I have no idea whether that's an actual issue or PyAI just recognizes corrupted files better, since, well, they most certainly can be corrupted - I worked on these exact scripts with SCAI a lot.
Edit2: Slight edit to make things more readable

Attachments:
aiscript.bin
Hits: 0 Size: 58.25kb
bwscript.bin
Hits: 0 Size: 54.51kb
stat_txt.tbl
Hits: 0 Size: 39.5kb

Post has been edited 2 time(s), last time on Jul 23 2017, 1:36 pm by Nekron.




Jul 23 2017, 2:39 pm poiuy_qwert Post #283

PyMS and ProTRG developer

Quote from LoveLess


When you save a GRP with PyGRP, you lose a pixel.



Garbage'd for visibility.
Hmm, that sucks... I'm going to use this one to finally create a system for unit tests (github issue, then I'll make a unit test to fix the issue, so hopefully something like this wont happen again. But that means it might take me a little longer to get a fix out. Github issue

Quote from Pr0nogo
Quote from poiuy_qwert
I can look into bundling the 64bit .dll, I just wont be able to test it myself. Anyone willing and able to test that out at some point?
Assuming the requirements are 'running a 64-bit windows', I can definitely give it a whirl, but it's worth noting that I don't have any problems starting PyMPQ or opening an mpq file in it (haven't tested it beyond that yet).
You would need to be running a 64bit Python (on a 64bit windows) which wouldn't be able to use the 32bit SFmpq.dll. If you are able to use MPQ's already that means you have a 32bit Python. Though I will need people to confirm that everything still works fine for 32bit as well. Github issue

Quote from Voyager7456
Using PyMPQ, I am unable to rename a file. The first time I attempt to do so, the change is just ignored and the name of the file is not changed. The second time I try to rename the same file, I get this error:

Code
Exception in Tkinter callback
Traceback (most recent call last):
 File "C:\Python27\lib\lib-tk\Tkinter.py", line 1410, in __call__
   return self.func(*args)
 File "F:\Modding Tools\PyMS-master\Libs\SpecialLists.py", line 293, in <lambda>
   e.bind('<Return>', lambda _,i=i,n=n: self.endedit(i,n))
 File "F:\Modding Tools\PyMS-master\Libs\SpecialLists.py", line 302, in endedit
   if self.checkedit != t and self.report.rcmd and not self.report.rcmd(self.entries.index(int(n[5:])),self.checkedit):
 File "F:\Modding Tools\PyMS-master\PyMPQ.pyw", line 829, in do_rename
   if MpqRenameAndSetFileLocale(h, l[0], new, int(l[4]), int(l[4])):
 File "F:\Modding Tools\PyMS-master\Libs\SFmpq.py", line 441, in MpqRenameAndSetFileLocale
   return _SFmpq.MpqRenameAndSetFileLocale(mpq, oldname, newname, oldlocale, newlocale)
WindowsError: exception: access violation reading 0x00000167


The MPQ is not open in anything other than PyMPQ.
Hmm, looks like I can't rename as well (github issue), but I can't reproduce the crash (github issue)... I'll look into it and hopefully fixing the rename also fixes the crash.

Quote from Pr0nogo
First of all, thank you so much for implementing the megatile property painter. It's unbelievable how much easier it is to apply pathing and other properties to tiles now. You knocked that out of the park.
Yeah, glad to do it. I have asked people many times to report "pain points" in modding tasks, but noone seems to ever have any, so things like this never get updated. I got fed up with using the old minitile editor in the like 5 minutes of testing it for bugs when you started reporting issues in PyTILE, so I changed it. If you report other "pain points" we can loo into making them better.

Quote from Pr0nogo
The 'Apply to megatiles' button doesn't appear to do anything when you select the 'apply {property} to megatiles' option. Am I doing something wrong? What is the intended function?
Yeah it doesn't seem to be working. Its supposed to apply the minitile settings from the current megatile to all the megatiles in the current group. Github issue

Quote from Pr0nogo
Double-clicking on any square in the painter fills the entire megatile with the desired property - e.g. when mid (orange) is selected in height, double clicking on any minitile makes the entire megatile mid-height.
I didn't add anything like this because you can click and drag to draw all the tiles pretty quickly. Did you not know of that or you think it would still be convenient to add the double-click to fill feature? I can add it either way.

Quote from Pr0nogo
Right-clicking on any square in the painter resets the megatile to what it was before you started applying properties - for when you mess up and want to go back to basic. This feature isn't as useful as the fill feature but I know I'd use it.
Hmm, I can look into it. https://github.com/poiuyqwert/PyMS/issues/26Github issue[url]

Quote from Pr0nogo
Thanks again for all your hard work, on this and many other programs!
Glad to do it!

Quote from Nekron
AIscript/BWscript openable on previous version are now impossible to open and PyAI says that they're corrupted. Which is probably a very real possibility, but I would love to be at least able to open them and not save or something since I have some scripts not copied to Notepad++ yet :I. All Zerg 3 scripts, namely. Also I'm kinda scared even if I copy everything manually now it might get fucked over again, so I dunno whether I should try to replicate the old script files yet or no..
Almost all script files I used are now unopenable, here's the ones I saved with PyAI yesterday with updated Z3 stuff as an example.

Edit: I actually had the previous PyMS still saved, so I just replaced new PyAI/Libs with the old ones and retrieved the scripts. I could open all now unopenable files just fine. I have no idea whether that's an actual issue or PyAI just recognizes corrupted files better, since, well, they most certainly can be corrupted - I worked on these exact scripts with SCAI a lot.
Yeah so when I update the parameters that commands use, that will effect loading files that used the commands that changed, essentially making those older files corrupt. What you did is the correct solution, using the version of PyMS that has the same opcode parameters that your files were compiled with. If you run into other corruption issues with any of the tools, I can also take a look and if the corruption is reversible I might be able to fix things for you manually.

Thanks everyone!




Jul 23 2017, 2:58 pm Nekron Post #284



Eh, this could get annoying if it happens more often since I'd have to paste some 100 scripts in everytime, but nonetheless thanks for the explanation :P




Jul 23 2017, 3:34 pm poiuy_qwert Post #285

PyMS and ProTRG developer

Quote from Nekron
Eh, this could get annoying if it happens more often since I'd have to paste some 100 scripts in everytime, but nonetheless thanks for the explanation :P
There shouldn't be many commands that have incorrect parameters that are being used in scripts, so it shouldn't happen often. Also once all commands have been verified it will never happen again. Also, if you need to import many scripts, use the batch importer from the main window (Ctrl+L).




Jul 23 2017, 4:50 pm Neiv Post #286



Quote from poiuy_qwert
Yeah MPQ functionality may not work for 64bit python, but it shouldn't have just crashed/not run like that. I think it might have been another issue, but i'll also look into my dependancy checks. I also dealt with this on Mac already. There are ways to force python to run in 32bit mode, so I had a command line alias to do that, but then I finally bundled both the 32bit and 64bit into the mac .dylib, but didn't really think about windows as well... I can look into bundling the 64bit .dll, I just wont be able to test it myself. Anyone willing and able to test that out at some point?

I remember it crashing before but now it works fine (with MPQ functionality disabled) if the programs fail to load SFmpq.

Actually the registry crash I reported few pages back was related another 64-bit thing, as BW's installation directory is located at 'HKEY_LOCAL_MACHINE\Software\Wow6432Node\Blizzard Entertainment\Starcraft' when viewed from a 64-bit executable, so it failed to find my installation :P

The lack of error message when accidentally using Python 3 is something that's difficult to figure out. But I guess it would be pretty difficult to make the program fail with a emssage when the Python 3 interpreter rejects it before any code gets run?



None.

Jul 23 2017, 5:47 pm Nekron Post #287



Internal error - https://pastebin.com/raw/ETbdkPq5 on trying to either test code or save (don't remember which exactly) this https://i.imgur.com/02Wp6A4.png script(yeah I know that the ending loop should go to 0001, missed it when writing the 1st time around). Crashed after clicking OK afterwards




Jul 23 2017, 8:09 pm poiuy_qwert Post #288

PyMS and ProTRG developer

Quote from Neiv
I remember it crashing before but now it works fine (with MPQ functionality disabled) if the programs fail to load SFmpq.
K, I have a github issue to double check dependency stuff anyway.

Quote from Neiv
Actually the registry crash I reported few pages back was related another 64-bit thing, as BW's installation directory is located at 'HKEY_LOCAL_MACHINE\Software\Wow6432Node\Blizzard Entertainment\Starcraft' when viewed from a 64-bit executable, so it failed to find my installation :P
Interesting, I didn't know the registry did that. I have updated this github ticket to include this issue. I already have the branch sfmpq_64bit_dll where I have added the 64bit SFmpq.dll and updated the registry reading to always look for the 32bit SC keys. If you could test it out for me that would be awesome, otherwise I'll probably wait to merge it into master until I can get access to a windows PC to test.

Quote from Neiv
The lack of error message when accidentally using Python 3 is something that's difficult to figure out. But I guess it would be pretty difficult to make the program fail with a emssage when the Python 3 interpreter rejects it before any code gets run?
Yeah I'm not sure I can do anything about running with the wrong python versions, but i'll investigate (github issue). I am working on an updated README with installation instructions (github issue) and have plans to update the docs in general (github issue), I'm hoping that will help with installation issues.

Quote from Nekron
Internal error - https://pastebin.com/raw/ETbdkPq5 on trying to either test code or save (don't remember which exactly) this https://i.imgur.com/02Wp6A4.png script(yeah I know that the ending loop should go to 0001, missed it when writing the 1st time around). Crashed after clicking OK afterwards
Was a typo, sorry :( Fixed.




Jul 23 2017, 8:49 pm Pr0nogo Post #289



Quote from poiuy_qwert
I didn't add anything like this because you can click and drag to draw all the tiles pretty quickly. Did you not know of that or you think it would still be convenient to add the double-click to fill feature? I can add it either way.
Yep, I've been doing this. It's a lot easier to be able to fill with a click or two though.

Quote from poiuy_qwert
Its supposed to apply the minitile settings from the current megatile to all the megatiles in the current group.
Right, that's what I thought.

Quote from poiuy_qwert
If you report other "pain points" we can loo into making them better.
Gotcha. I mentioned it some time before but the only super-ideal thing to add to the previewer (besides what I mentioned in my last post) would be an SCMDraft-style preview of pathing, like so:






Jul 23 2017, 9:37 pm poiuy_qwert Post #290

PyMS and ProTRG developer

Quote from Pr0nogo
Quote from poiuy_qwert
I didn't add anything like this because you can click and drag to draw all the tiles pretty quickly. Did you not know of that or you think it would still be convenient to add the double-click to fill feature? I can add it either way.
Yep, I've been doing this. It's a lot easier to be able to fill with a click or two though.
K, will do.

Quote from Pr0nogo
Quote from poiuy_qwert
If you report other "pain points" we can loo into making them better.
Gotcha. I mentioned it some time before but the only super-ideal thing to add to the previewer (besides what I mentioned in my last post) would be an SCMDraft-style preview of pathing, like so:

Yeah, I have created a github issue to remember it. There are a few problems with making this:
1) I can't do alpha blending with this UI toolkit, so I will have to code a new drawing method to be able to darken patches for the preview
2) It may be hard to create a performant drawing system
3) I will essentially have to create a basic terrain editor to be able to preview it. Your tiles are laid out in groups in such a way they could be previewed in the group palette fine, but I would want to make this previewer work for any arbitrary terrain. Maybe I can investigate using the SCMDraft brush format for the previewer as well.
Also I created a github issue for adding color cycle preview and possibly support for Color Cycle Edit's .ccc files.




Jul 24 2017, 5:42 am Pr0nogo Post #291



What's the difference between the height field that applies to the entire group and the height painter that applies on a minitile basis?

Bug: when in the height painter, the save UI on the bottom of the program disappears.



Also, it would be nice to be able to resize the program.




Jul 24 2017, 5:52 am O)FaRTy1billion[MM] Post #292

👻 👾 👽 💪

Quote from poiuy_qwert
Yeah, I have created a github issue to remember it. There are a few problems with making this:
1) I can't do alpha blending with this UI toolkit, so I will have to code a new drawing method to be able to darken patches for the preview
2) It may be hard to create a performant drawing system
You could use the alpha tables. tileset\*\trans50.pcx is probably ideal, since you can just blend over whatever colors from SC's palette.

Post has been edited 1 time(s), last time on Jul 24 2017, 6:13 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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Jul 24 2017, 10:10 am Pr0nogo Post #293



PyTILE:
-There is no 'remove group' function that I can see.
-Support to read an updated stat_txt.tbl for better sorting of the doodad group field would be appreciated.
-Got doodad placeability working and everything seems to be set. Option to copy fields from other doodad groups would be nice so I don't have to hunt for the right string in the group field, or have doodads default to the first doodad category string instead of Terran Marine.




Jul 24 2017, 3:45 pm poiuy_qwert Post #294

PyMS and ProTRG developer

Quote from Pr0nogo
What's the difference between the height field that applies to the entire group and the height painter that applies on a minitile basis?
I don't actually know how a lot of the stuff works in game. It looks like you got some clarification from FaRTy in the shoutbox though. We should definitely keep track of any new info FaRTy finds about the formats so I can put them into the programs.

Quote from Pr0nogo
Bug: when in the height painter, the save UI on the bottom of the program disappears.



Also, it would be nice to be able to resize the program.
Yeah there seems to be a lot of cross platform issues with windows that can't be resized, but making some of them resizable doesn't make sense in terms of their UI. For example, what should the current PyTILE UI do if its resized? Nothing makes sense to grow bigger, so you would just get a whole bunch of blank space, which would just make it look odd/broken (though I guess thats still better then losing UI). I have created a github issue to look into this more. Also, have had some more ideas on how to revamp the PyTILE UI which would probably resolve your issue: update main UI, split doodad groups

Quote from O)FaRTy1billion[MM]
You could use the alpha tables. tileset\*\trans50.pcx is probably ideal, since you can just blend over whatever colors from SC's palette.
Yeah, I would want to have support for using special palettes and stuff to the system, but would also want it to be able to do stuff outside of the palette. Still have a lot of investigating to do though.

Quote from Pr0nogo
-There is no 'remove group' function that I can see.
Yeah, removing stuff is more complicated then it seems. I have created a github issue to look into it.

Quote from Pr0nogo
-Support to read an updated stat_txt.tbl for better sorting of the doodad group field would be appreciated.
Will do. github issue

Quote from Pr0nogo
-Got doodad placeability working and everything seems to be set. Option to copy fields from other doodad groups would be nice so I don't have to hunt for the right string in the group field, or have doodads default to the first doodad category string instead of Terran Marine.
There are probably a bunch of things that could be improved for doodad editing, I can look into this.


Thanks!




Jul 25 2017, 12:53 am O)FaRTy1billion[MM] Post #295

👻 👾 👽 💪

Quote from poiuy_qwert
Quote from O)FaRTy1billion[MM]
You could use the alpha tables. tileset\*\trans50.pcx is probably ideal, since you can just blend over whatever colors from SC's palette.
Yeah, I would want to have support for using special palettes and stuff to the system, but would also want it to be able to do stuff outside of the palette. Still have a lot of investigating to do though.
It wouldn't be difficult at all to support 24-bit color, other than that makes it hard to use the special palettes (or do what I think CHKD does or did where it's 32-bit color, but the alpha is the original palette index)



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!

Jul 25 2017, 3:30 am poiuy_qwert Post #296

PyMS and ProTRG developer

Quote from poiuy_qwert
Quote from LoveLess


When you save a GRP with PyGRP, you lose a pixel.



Garbage'd for visibility.
Hmm, that sucks... I'm going to use this one to finally create a system for unit tests (github issue, then I'll make a unit test to fix the issue, so hopefully something like this wont happen again. But that means it might take me a little longer to get a fix out. Github issue
This issue should be resolved now, along with other issues related to it. Thanks for finding this!

Quote from O)FaRTy1billion[MM]
Quote from poiuy_qwert
Quote from O)FaRTy1billion[MM]
You could use the alpha tables. tileset\*\trans50.pcx is probably ideal, since you can just blend over whatever colors from SC's palette.
Yeah, I would want to have support for using special palettes and stuff to the system, but would also want it to be able to do stuff outside of the palette. Still have a lot of investigating to do though.
It wouldn't be difficult at all to support 24-bit color, other than that makes it hard to use the special palettes (or do what I think CHKD does or did where it's 32-bit color, but the alpha is the original palette index)
I just mean that I have to do all this in Python using Tkinter and PIL, so I need to investigate if/how I can do this with enough performance for it to not be 1fps

Post has been edited 2 time(s), last time on Jul 25 2017, 3:36 am by poiuy_qwert.




Jul 26 2017, 12:12 am Pr0nogo Post #297



Doodads are not displaying correctly for me, in PyTILE's placeability section or in SCMDraft. Maybe you can shed some light as to whatever I'm doing wrong?

My doodad looks like this:


And its flags look like this:


But its placeability and in-editor state look like this:


I can still place them tile-by-tile like all other doodads since the tiles exist in the tileset but the idea was to simplify that process :P

I will also be messing around with setting doodads to have specific overlays for some of my assets. If all goes well I'll probably wind up updating a few existing ones that could use them (extractor/refinery come to mind). If not, I'll post my troubles here.

Also, an option to turn off the warning for expanded tilesets upon file load would be nice.




Jul 26 2017, 4:33 am poiuy_qwert Post #298

PyMS and ProTRG developer

Quote from Pr0nogo
Doodads are not displaying correctly for me, in PyTILE's placeability section or in SCMDraft. Maybe you can shed some light as to whatever I'm doing wrong?

My doodad looks like this:


And its flags look like this:


But its placeability and in-editor state look like this:


I can still place them tile-by-tile like all other doodads since the tiles exist in the tileset but the idea was to simplify that process :P
I'm still relearning how this works myself :P So this part is definitely not very intuitive, and its something I want to update (github issue). The issue is you have chosen a Doodad # that is already in use. You should find the highest Doodad # in use (should be the last doodad in the palette) and pick the next number. Whats happening is when looking up the Doodad # (Placeability, Editor), it starts at group 1024 and goes up looking for the first groups with that Doodad #, so your new ones never get reached because the already existing doodad (the one that shows up) is found. Also, it looks like there is an issue with the placeability editor where you can only double click the first row of tiles (github issue). Until its fixed you can find the right group by double clicking one of the top tiles and then use the text boxes to change the ID's.

Quote from Pr0nogo
I will also be messing around with setting doodads to have specific overlays for some of my assets. If all goes well I'll probably wind up updating a few existing ones that could use them (extractor/refinery come to mind). If not, I'll post my troubles here.
Looking forward to it :P

Quote from Pr0nogo
Also, an option to turn off the warning for expanded tilesets upon file load would be nice.
Makes sense, i'll look into it (github issue). For now you can delete these two lines in PyTILE.pyw

Thanks!




Jul 26 2017, 4:44 am Pr0nogo Post #299



Quote from poiuy_qwert
The issue is you have chosen a Doodad # that is already in use. You should find the highest Doodad # in use (should be the last doodad in the palette) and pick the next number.
That's... bizarre. I assumed the number was tiletype-dependent; 38 is the last vanilla high dirt doodad, so I chose 39 to sort it afterwards. I should be choosing a number higher than the highest dirt doodad, then?

edit: The placeability dialog does not update with the correct megatiles for setting placeability until after restart. this is me fucking up, nvm

edit 2: yep, got it working! Now for overlays...

edit 3: Ok, here goes.

I tried hooking the overlay to the doodad in PyTILE, using a jungle doodad as reference:



I use the same overlay flag, set it to ID 5, and replace the appropriate graphic in the mpq.



However, it doesn't place a sprite anywhere when I place the doodad in SCMDraft. I'm able to manually place it using the pure sprites feature, and it looks as desired:



...until you put a unit where it should be obscured, and it isn't. Also pictured are units underneath other sprites that behave as appropriately, with their sprites/selection circles/health bars hidden underneath the doodad's overlay.



Any ideas on how to fix either of these issues?

Post has been edited 3 time(s), last time on Jul 26 2017, 5:17 am by Pr0nogo.




Jul 26 2017, 9:30 am Pr0nogo Post #300



Has the hard freeze whenever using PyTBL's search function still not been fixed?




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