If you are copy/pasting in the location name edit field - that is handled by windows, scmdraft doesn't intercept that at all, so I don't know how to help track down errors there
What about the Preview of Ingame/Briefing colors in the string editor?
There are two checkboxes which are not selectable.
A Preview of the briefing colors would be nice cause I'm still confused how these work (colors changing every time in briefing - is it because of number of players?..dunno).
None.
Here are the briefing colors for 1.16.1. I haven't tested them in 1.18+ so I have no idea what you'll find if you use them there.
Have not read though this at all, so forgive me if it's already been requested, but please remove the requirement of having at least player selected/condition/action before you can switch to another tab in the trigger window. It's incredibly annoying having to place dummy conditions/actions just to go change another part of the trigger.
I assume this is bad, right? Some of my latest strings are turning up as corrupted messes. I received no warning when going over the string limit and didn't save a copy before committing these changes.
edit: I've since reduced the strings to below the proper limit. Editing some stuff in triggers later on (display text message trigger actions) resulted in a crash.
Here's the dump
Post has been edited 1 time(s), last time on Jul 27 2017, 2:41 pm by Pr0nogo.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Feedback to version 2017.07.24(b) - Win 10 Professional x64:
- When there is no SC path set, the editor will just not load without warning, popup, etc. The application just silently exits. After adding the SC base path in the settings, the editor is launched successfully.
- Is the vision range preview of map revealers too small? It looks like I would have gaps created by the map revealer grid, but I don't think those appear in game.
Prongo: Can you send me the map that causes the crash as well, that will likely be easier to debug. I'll prevent saving if you are over in the future.
Ahli: You should get a message box for each MPQ that is not found. Is the MPQ list empty? I don't check for that.
---------------------------
SCMDraft
---------------------------
Fatal Error: Failed loading primary MPQ (%SCPATH%stardat.mpq)
---------------------------
OK
---------------------------
Vision range: As far as I know the fog of war calculation is accurate to within a few pixels.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Ahli: You should get a message box for each MPQ that is not found. Is the MPQ list empty? I don't check for that.
---------------------------
SCMDraft
---------------------------
Fatal Error: Failed loading primary MPQ (%SCPATH%stardat.mpq)
---------------------------
OK
---------------------------
Can't reproduce the problem anymore. Maybe it was Win10 doing shady things or old settings. Now I get that error message...
Either way - I added an extra message for 0 MPQs set and for SC path required and not set.
E: New version is up with additional error messages, and a fix for a crash in my new fast masking code.
(Also started simplifying the winmain -> ScmdraftEngine -> ScmdraftUI hierarchy, and I may change it to winmain -> ScmdraftUI -> ScmdraftEngine )
Post has been edited 1 time(s), last time on Jul 27 2017, 11:57 pm by Suicidal Insanity.
When unchecking 'use default' in unit settings, all stats are set to 0 instead of retaining their defaults.
It displays the previously set values then. If you created the map in scmdraft 0.8.0 that was all set to 0, new maps made with 0.9.0 should have those fields set correctly when they are initialized and it should show up correctly.
Find Me On Discord (Brood War UMS Community & Staredit Network)
Apologies if this has already been asked but will you be putting in some sort of vision switcher in the editor to switch between remastered and classic graphics?
I would love to support the remastered graphics, but it isn't a high priority feature. Its a long term project, blizzard had who knows how many people write their new graphics engine, vs. me working in my free time. But it would be fun to slowly roll out support starting with the palette windows.
Post has been edited 1 time(s), last time on Jul 29 2017, 2:57 pm by Suicidal Insanity.
Anyone with a 4K display willing to test the HiDPI version of scmdraft. (E.g. native windows font scaling etc - no HD graphics), and make a list of windows that I missed updating.
E: And its online. If anyone notices anything off with the scaling, let me know. I may have missed a location, I only have 4K on my laptop and usually code on my desktop.
Post has been edited 2 time(s), last time on Jul 29 2017, 11:58 pm by Suicidal Insanity.
Here are the briefing colors for 1.16.1. I haven't tested them in 1.18+ so I have no idea what you'll find if you use them there.
I needa check where the briefing screen font indexing palette was loaded from, then I can add that. Its been so long I've forgotten.
it's glue\palr?\tfont.pcx, where ? is p, t, or z. All the glus are basically the same, except the title screen.
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!
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1. Why does the brush palette default the brushes to 2x2 in the window?
2. Can you make the terrain preview in the brush palette window the same resolution as terrain on the main window at 100% zoom?
3. Is there a possibility to work in an option to change the percentage of "detailed" tiles when placing plain old isom terrain
example (left being undetailed plain tiles, right being detailed tiles):
None.
1: I set a minimum size in tiles for the brush display to avoid zooming in too far for small brushes since it looks weird. You can change the screen size of the brushes with the right click menu.
2: Not really, since brushes can get very large and those are then scaled to fit the window. If I made it the same resolution most brushes would get cut off. Only thing I could do was disable zoom in while keeping zoom out.
3: Right now that percentage is hardcoded somewhere