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 « 14 15 16 17 1860 >
 

Aug 27 2017, 5:19 pm Wormer Post #301



Original Name (Custom Name) is fine for display. I would personally prefer to see original names only, but I can understand people who want to see custom names. Is there a chance to have a profile setting to display only one, only the other or both?

Either way, if you'll be showing a custom name, please shrink all color characters to make it look clean.

Unit ID needn't be everywhere. For a moment I thought it was nice to have it somewhere at one place for reference. Maybe shrink the input box for a unit name a bit?


I managed to get strange artifacts at a side panel by enlarging it. It passes on redraw though.


There is also a redraw needed when you switch pathfinding regions off.



Some.

Aug 27 2017, 5:22 pm Pr0nogo Post #302



I think there's redraw needed for a lot of display options. Maybe SI can force a redraw whenever a display option is toggled.




Aug 27 2017, 5:22 pm Pr0nogo Post #303



I think there's redraw needed for a lot of display options. Maybe SI can force a redraw whenever a display option is toggled.




Aug 27 2017, 5:26 pm Suicidal Insanity Post #304

I see you !

The overlay options should automatically trigger a draw pass. When the sidepanel size changes windows sometimes artifacts, I havn't tracked down why yet.




Aug 27 2017, 7:59 pm bulletbutter Post #305



5: You can use the same color codes in classic trigedit as in the string editor, it just doesn't display the help table. Text trigedit uses slightly different codes but it is also possible to use text colors there.
Maybe I needed to clarify...either that or I am not sure exactly how it works.

I was mainly talking about comments. I currently have the color code set in an empty comment trigger

Quote
<06>====================
<7> Trigger initialization
<06>====================

The above does nothing for changing the text color of the comment shown in classic triggers or trigedit. I mainly use it keep my triggers separated. So, if your saying its supposed to work, then for me its not (or I am doing it wrong).



None.

Aug 27 2017, 8:06 pm Suicidal Insanity Post #306

I see you !

Quote from bulletbutter
5: You can use the same color codes in classic trigedit as in the string editor, it just doesn't display the help table. Text trigedit uses slightly different codes but it is also possible to use text colors there.
Maybe I needed to clarify...either that or I am not sure exactly how it works.

I was mainly talking about comments. I currently have the color code set in an empty comment trigger

Quote
<06>====================
<7> Trigger initialization
<06>====================

The above does nothing for changing the text color of the comment shown in classic triggers or trigedit. I mainly use it keep my triggers separated. So, if your saying its supposed to work, then for me its not (or I am doing it wrong).

Oh ok, I misunderstood. The color codes are converted to text instead of colors. I'll put that on the idea list.


E: Wormer: I don't think next to the name box is a good idea, that could easily be misunderstood to imply string ID.

E2: The check for what needs to be redrawn now also checks the pathfinding flag. Here it is for anyone that is interested :D

Code
        invalidateTiles =         activeOverlaySettings.GetDisplayCreep() != this->lastOverlaySettings.GetDisplayCreep() ||
                                activeOverlaySettings.GetDisplayPsiRadius() != this->lastOverlaySettings.GetDisplayPsiRadius() ||
                                activeOverlaySettings.GetRangeDisplayType() != this->lastOverlaySettings.GetRangeDisplayType() ||
                                activeOverlaySettings.GetDisplayRangeForAllPlayers() != this->lastOverlaySettings.GetDisplayRangeForAllPlayers() ||
                                activeOverlaySettings.GetDisplayPathfinderRegions() != this->lastOverlaySettings.GetDisplayPathfinderRegions() ||
                                activeOverlaySettings.GetTileShadingType() != this->lastOverlaySettings.GetTileShadingType() ||
                                activeOverlaySettings.GetMicroTileShadingType() != this->lastOverlaySettings.GetMicroTileShadingType() ||
                                activeOverlaySettings.GetDisplayInvalidResourcePlacement() != this->lastOverlaySettings.GetDisplayInvalidResourcePlacement() ||
                                activeOverlaySettings.GetDisplayInvalidResourceDepotPlacement() != this->lastOverlaySettings.GetDisplayInvalidResourceDepotPlacement();
        invalidateOverlays =     activeOverlaySettings.GetDisplayLocations() != this->lastOverlaySettings.GetDisplayLocations() ||
                                activeOverlaySettings.GetDisplayFogOfWarPreview() != this->lastOverlaySettings.GetDisplayFogOfWarPreview();


Post has been edited 1 time(s), last time on Aug 27 2017, 8:16 pm by Suicidal Insanity.




Aug 27 2017, 8:44 pm Wormer Post #307



E: Wormer: I don't think next to the name box is a good idea, that could easily be misunderstood to imply string ID.
Nah, really whenever you put it people will know it and people will use it. Can put it like "UID:32" for clarity. The idea to display only with default name isn't the best one too when that kind of thing is needed for reference.

E2: The check for what needs to be redrawn now also checks the pathfinding flag. Here it is for anyone that is interested :D
When starting a temporary stuff you never know your code will end up looking like this in the end, eh? :D



Some.

Aug 27 2017, 8:51 pm Suicidal Insanity Post #308

I see you !

I mean the check is perfectly clear in what it does. I don't think there are too many ways to make a situation like this better. I just need to remember to add the new overlay options to it when I add em to the render engine.




Aug 29 2017, 11:09 pm trgk Post #309



Bug: You cannot backslash-escape < and > now.

ex) <04>\<<18>text<04>\>
should be rendered as "<text>", but now rendered as "text"




Aug 30 2017, 8:29 am Suicidal Insanity Post #310

I see you !

I'll take a look tonight, probably broke a few months ago when I rewrote all the string code.




Aug 30 2017, 9:47 am Wormer Post #311



Quote from trgk
Bug: You cannot backslash-escape < and > now.

ex) <04>\<<18>text<04>\>
should be rendered as "<text>", but now rendered as "text"
I don't know if this one is a new bug, but there are definitely lots of like-these-bugs related to special character representation for years.

I got it right to contextually show every bug of this kind in my Vim's highlighting for Trigedit triggers back in 2008. Can't remember details right now, but if it's really important I can try to remember what's going on.



Some.

Aug 30 2017, 10:20 am Suicidal Insanity Post #312

I see you !

I don't remember offhand if you had to backslash escape the < > chars, or if it just checked if there was a matching one 2 or 3 chars further along in the string and if not skipped parsing them, or a bit of both.




Aug 30 2017, 3:54 pm Wormer Post #313



trgk, I didn't understand you right. Apparently you was talking about Classic Trigedit and that's right: first you enter the text "<04><<18>Text<04>>" into the window, when you open it next time you get "<04>\<<18>Text<04>\>", which is interpreted like "<04><18>Text<04>" in the end. No good. :(

Everything I said in the previous post belongs to Text Trigedit though.



Some.

Aug 30 2017, 6:56 pm Suicidal Insanity Post #314

I see you !

Next build will fix the parsing, it was adding the '<' or '>' but then overwriting it with the next letter.




Sep 9 2017, 8:28 pm Suicidal Insanity Post #315

I see you !

FYI, out of town the next week for work. Hopefully I'll have time for more extensive updates when I get back, work has been keeping me quite busy.




Sep 10 2017, 8:29 am Wormer Post #316



Thanks for info and for everything we have today, SI! This is September :-) Hopefully work quit hold of us sooner or later.



Some.

Sep 12 2017, 11:04 am Oh_Man Post #317

Find Me On Discord (Brood War UMS Community & Staredit Network)

Is there any way to fix this?



Occurs when trying to save your map while Starcraft is open (as in just in the menu). Has started happening ever since remaster.




Sep 14 2017, 12:49 am jjf28 Post #318

Cartography Artisan

Quote from Oh_Man
Is there any way to fix this?



Occurs when trying to save your map while Starcraft is open (as in just in the menu). Has started happening ever since remaster.

If StarCraft has claimed the file there's no graceful way for SCMDraft to force it to release it, should raise the issue with Blizzard. Given the vast changes in available resources they should probably load the entire file into memory and release it or create a temporary copy -- rather than holding onto the map during play at all.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Sep 14 2017, 2:10 pm Wormer Post #319



That one drives me crazy too! :wallbash:



Some.

Sep 15 2017, 6:12 pm Suicidal Insanity Post #320

I see you !

Ya but I can't do much about it, force closing the handle in the SC process is bad practice and may get misinterpreted as a hack running.




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