The editor should set the sound length in the triggers, if it isn't it may not be able to parse the sound correctly. Were you using a real imported sound or a virtual sound, and was it file dependent?
The editor should set the sound length in the triggers, if it isn't it may not be able to parse the sound correctly. Were you using a real imported sound or a virtual sound, and was it file dependent?
It was an imported sound, but the latest scmdraft version seems to handle it as it should.
None.
Uploaded a new version, fixes a crash and fixes a bug when switching a map between 1.00 <-> 1.04 <-> 1.04 broodwar formats
Test version including installer and the old set of custom brushes that were also included in 0.8.1 installers. (I honestly don't even remember if that version was ever publicly released)
This is basically release candidate, will release it tonight or when I get back from a trip on Tuesday morning, if anyone has time to check for any bugs that were added in the last few days it would be great.
>>>
Download <<<
I guess this bug is new and noone reported it so far:
The terrain brush gets a strange offset from the mouse when near the corners of the map. This offset appears to get exponentially bigger the nearer you get to a corner, and the direction of this offset is towards the corner you currently are near to.
edit: I figured out what causes the bug. It's the Stretch option in the new terrain rotation symmetry tool. Nevertheless, it affects the terrain brush when No Symmetry is selected while it probably shouldn't. Btw, what does Streth and Skew do? I experimented around a bit with them but they don't seem to change anything apart from the here mentioned behaviour.
Post has been edited 2 time(s), last time on Aug 12 2017, 3:11 pm by BumpelSnake.
None.
SI - here's the issue I was running into earlier.
You can see a bunch of "Unnamed Location"s on the list. I placed no such locations. They were generated somehow when the map loaded.
Here's the map in question. This is all on the 08/10 release, for reference.
Attachments:
Post has been edited 1 time(s), last time on Aug 12 2017, 3:03 pm by ImagoDeo. Reason: Forgot to attach file
None.
edit: I figured out what causes the bug. It's the Stretch option in the new terrain rotation symmetry tool. Nevertheless, it affects the terrain brush when No Symmetry is selected while it probably shouldn't. Btw, what does Streth and Skew do? I experimented around a bit with them but they don't seem to change anything apart from the here mentioned behaviour.
Good point, I can disable stretch + skew when not using symmetry. Something in the math to invert the stretch and skew factors must be off.
Details if you are interested:
1000-factor Symmetry -> creates perfect circles or ellipses of terrain, depening on the symmetry setting
stretch + skew -> changes how far into the corners the ellipses are stretched, in order to let symmetry map fill the corners. (So 100% stretch means you are creating squares and not circles)
I have to invert the applied factors in order to make sure the cursor appears under the mouse after the factors have been applied.
E: ImageDeo: Fixed it, when the map was saved as SCX instead of SCM it didn't init the 191 new locations to zero.
Post has been edited 1 time(s), last time on Aug 12 2017, 3:34 pm by Suicidal Insanity.
Not on my computer right now but if you zoom out too much near the border of the map, you can see an odd slice of tiles at the edge. Clicking on them while painting isom can sometimes cause issues, though I don't remember what exactly. When I get back on I'll test it more thoroughly. This was present in all versions I've tested since I started using 0.9.0, my bad for not bringing it up earlier.
edit: I can't replicate this, so consider it null and I'll keep an eye on cases in the future.
Post has been edited 1 time(s), last time on Aug 12 2017, 4:05 pm by Pr0nogo.
How do you delete a post?
How do you upload an image?
Post has been edited 6 time(s), last time on Aug 12 2017, 4:26 pm by xena326.
None.
I can see the image now - is that SC:R screenshot of terrain blends?
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Post has been edited 1 time(s), last time on Sep 30 2019, 5:35 am by xena326.
None.
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
New version up.
I'm also going to be traveling the next 2-3 days, hopefully no major bugs are left in it.
Math + Physics + StarCraft = Zoan
Perhaps this has already been asked, but if not:
Will we be able to view terrain and units with the Remastered skins in SCMDraft once the Remaster is released?
Edit: Oh, just saw Oh_Man asked this question and you responded not ATM but maybe in the future.
Just wanna say that for the purpose of doing proper blends for terrain and stuff, this will be an important feature to include :3
Also, I have a request: When we select units and edit their properties, it SCMDraft displays the actual unit name instead of it's custom name(e.g. "Zerg Zergling" rather than the custom name "Wolf"). It would be nice to include the unit's custom name as well on this screen.
Post has been edited 1 time(s), last time on Aug 13 2017, 7:02 pm by Zoan.
Yay, I'm back and no critical bugs (yet). Or everyone is too busy playing 4K campaigns.
I probably can make a global setting or naming schema for the unit names, by funneling the unit naming logic through the map settings.
Details if you are interested:
1000-factor Symmetry -> creates perfect circles or ellipses of terrain, depening on the symmetry setting
stretch + skew -> changes how far into the corners the ellipses are stretched, in order to let symmetry map fill the corners. (So 100% stretch means you are creating squares and not circles)
SI, I'd like to have a complete documentation for SCMDraft2. Several features are not explained. If you need help with it, I'd be willing to do it.
None.
Details if you are interested:
1000-factor Symmetry -> creates perfect circles or ellipses of terrain, depening on the symmetry setting
stretch + skew -> changes how far into the corners the ellipses are stretched, in order to let symmetry map fill the corners. (So 100% stretch means you are creating squares and not circles)
SI, I'd like to have a complete documentation for SCMDraft2. Several features are not explained. If you need help with it, I'd be willing to do it.
I'd like to have complete documentation too (and many other things), but not really a priority right now.
Math + Physics + StarCraft = Zoan
Hey SI, in the Trigger Editor, the written names for the following things that have "type" followed by the number 1 or 2 have been changed in the newest version of SCMDraft: The older versions were "type #" (1 space) and now they are all "type #" (3 spaces).
"Protoss Unused type #"
"Unused Terran Bldg type #"
"Unused type #"
"Duke Turret type #"
"Tank Turret type #"
I guess it's not all that important, but for my trigger generator I had to update the names of these things.
I'll take a look, wasn't an intended change but the code that splits up the unit groups + names was redone.