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 « 15 16 17 18 1960 >
 

Sep 26 2017, 6:23 am Pr0nogo Post #321



When trying to open the campaign .chks from inside the .mpqs, SCMDraft encounters an error nvm, user error

Out of curiosity, what does 'open as read-only' do? Bypass protection?

Bug: pressing ctrl+W in the terrain layer makes your cursor draw null tiles in isom until you force a redraw.

Post has been edited 1 time(s), last time on Sep 26 2017, 9:48 am by Pr0nogo.




Sep 27 2017, 10:19 pm Suicidal Insanity Post #322

I see you !

Its quite likely that the read only checkbox doesn't do anything anymore, since I switched to using a temp file to stored newly added sound files many years ago.




Sep 28 2017, 4:14 am Butch Post #323

PROFESSIONAL MAP MAKER

pressing CTRL E does a weird thing where it blacks out everything on the map screen besides some specific tile areas.

Also can you make the terraining layers behave the same as old SCMDraft, not sure what you did but theres some fucky shit with the interface.

If you're in subtile mode and you click on a terrain group on the left side, it doesnt switch layers, and also once you switch layers, you have to click the terrain option AGAIN to make it register the change. Obviously if I'm in subtile mode and I go to select a terrain group from the left hand side, I'm going to either be placing isometric or rectangular terrain, it should automatically switch to either one (I prefer it switching to rectangular). If that doesnt make sense I can try and explain further.



None.

Sep 29 2017, 10:54 am Pr0nogo Post #324



Bug: resizing .chk files causes bizarre deformities to display.






Sep 29 2017, 6:02 pm Suicidal Insanity Post #325

I see you !

Ok, will take a look, likely broke that when I continued working on supporting an initial offset during resizing.




Oct 3 2017, 4:04 pm Suicidal Insanity Post #326

I see you !

X and Y size were swapped, so resizing non square maps was broken a bit.

Ctrl-E is a debug shortcut to clear the render buffers, to test the drawing code to make sure the only things being redrawn are tiles that have animations on them

For subtile mode and terrain: It is supposed to switch to that type of terrain in subtile mode. That isn't working though for some reason. If you want to quickly switch between isom / rect / subtile modes, you can open two or more tileset palette windows - each has the mode set independently and if you select terrain in one of them then the engine switches to that window's mode and terrain.




Oct 4 2017, 9:17 pm Butch Post #327

PROFESSIONAL MAP MAKER

X and Y size were swapped, so resizing non square maps was broken a bit.

Ctrl-E is a debug shortcut to clear the render buffers, to test the drawing code to make sure the only things being redrawn are tiles that have animations on them

For subtile mode and terrain: It is supposed to switch to that type of terrain in subtile mode. That isn't working though for some reason. If you want to quickly switch between isom / rect / subtile modes, you can open two or more tileset palette windows - each has the mode set independently and if you select terrain in one of them then the engine switches to that window's mode and terrain.

Ah didnt know this. Thanks. Also, could we be able to hide and unhide sprites and units. I see theyre shown in the menu but the option is greyed out



None.

Oct 4 2017, 10:33 pm Suicidal Insanity Post #328

I see you !

Ya that should be easy enough to implement in the current version. I guess I had that on my idea list when I created the menu and then forgot about adding the code.




Oct 5 2017, 6:31 am Oh_Man Post #329

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

Will remastered terrain ever come to scmdraft and if so what is the ETA?




Oct 5 2017, 7:42 am Suicidal Insanity Post #330

I see you !

Maybe someday, no ETA




Oct 8 2017, 6:29 am Pr0nogo Post #331



Hey SI, can you add the (singleplayer only) trigger action to disable ESC for skipping triggers to SCMDraft's trigger editor? According to Heinermann it's a trigger action with an ID greater than all other actions. I believe it's used by blizzard in their campaign maps. There's also a briefing action for adding the 'skip tutorial' button, which would be nice for us to have as well.

Info from Heinermann:






Oct 17 2017, 8:31 am Sie_Sayoka Post #332



Great work on the editor. Most of these are suggestions for improving terrain creation. I'm not sure if some of these qualify as small.

Tileset indexed & rectangular terrain. Clicking the terrain type in the left sidebar will not allow me to place it in the map whilst in tileset indexed.



The tileset index window. I think it's good that widening it increases the resolution now. When making custom terrain I often have to scroll to multiple areas in the window. Would it be possible to have a window with multiple columns as well as the option to narrow the window to clip off the right null tiles?




Palette pop up window. In older versions of SCMD the tileset indexed window would pop up when selecting it from the top menu. In this version I only found that it could be access through the window menu. It'd be good to have it pop up like in older versions or have a hotkey for it.

Animation frames for units/sprites. In older versions (floor) traps would be displayed as down. In this version they are up. Whilst you can distinguish the type of trap while its up, it's hard to create floors or walls with them in the editor. I think it'd be good to either have them down (including wall traps/doors) or their doodad state toggleable through preview.



Similarly having damage animations will help users know the correct placement of buildings without having to view it in game. It doesn't need to be animated but having the correct size of the fire/blood depending on health will help a lot. Previewing undetected cloaked units would be good as well.



Pure sprites for doodads. They now display correct colors when placed on a non-native tileset. I think the floor hatch is just buggy.



Selecting sprites. When trying to find doodad sprites from the side menu most of the sprite is covered by the side bar. Having the cursor on the map shift a little to the right when selecting different sprites should correct this.



Custom doodads palette. Instead of having to copy/paste all the time there could be a custom palette where you can save tile combinations.



Not a terrain request but in the classic trigger editor one must always click on the specific option before it is accepted, despite it being highlighted. Clicking anywhere should accept the highlighted option.



Selecting multiple triggers. Having the ability to select multiple triggers by holding control or selecting triggers in a row by holding shift. The same with multiple conditions and actions.

Deleting triggers. When deleting triggers at the top of the list it will select the next trigger down. However when deleting a trigger at the bottom of the list no trigger is selected. When deleting a trigger at the bottom it should select the next trigger up.

Thanks and keep up the good work!



None.

Oct 17 2017, 8:41 am Pr0nogo Post #333



Excellent suggestions Sie. I agree with all of them, though for remastered-accurate palette previews, I'd like that to be a toggle-able option for the sake of us that still make maps on 1.16.1 (we have a club, and meet on mod night).




Oct 17 2017, 10:11 pm Suicidal Insanity Post #334

I see you !

Quick comments on some of your points.

Palette pop up window. In older versions of SCMD the tileset indexed window would pop up when selecting it from the top menu. In this version I only found that it could be access through the window menu. It'd be good to have it pop up like in older versions or have a hotkey for it. <= Do you mean you can't select the open palette window in the window menu to bring it back to front? I'm not sure what you mean by top menu.


Animation frames for units/sprites. In older versions (floor) traps would be displayed as down. In this version they are up. Whilst you can distinguish the type of trap while its up, it's hard to create floors or walls with them in the editor. I think it'd be good to either have them down (including wall traps/doors) or their doodad state toggleable through preview. <= The state of the unit sprites should be togglable via double click. I'm not sure about pure sprites / units.


Similarly having damage animations will help users know the correct placement of buildings without having to view it in game. It doesn't need to be animated but having the correct size of the fire/blood depending on health will help a lot. Previewing undetected cloaked units would be good as well. <- Damage preview is on the todo list. What did you do to hide the buildings?


Custom doodads palette. Instead of having to copy/paste all the time there could be a custom palette where you can save tile combinations. <- That is what the 'Custom Brush' palette is for, it lets you do that and share the files


Selecting sprites. When trying to find doodad sprites from the side menu most of the sprite is covered by the side bar. Having the cursor on the map shift a little to the right when selecting different sprites should correct this. <- Let me suggest using the sprite palette if you are searching for a particular graphic.




Oct 18 2017, 5:01 am Butch Post #335

PROFESSIONAL MAP MAKER

idk why it was changed but each "terrain" window has its own personal brush settings. Like if I set it to 2x1 pixels in the subtile window and then move to a different type of terrain, like rectangular. It'll be 1x1. and then if I click back to the subtile window it'll be 2x1 again? can you jus make it the same and have the option to change it only in the main window, shits confusing as fuck and you have to change an option multiple times to not be annoyed by it constantly.



None.

Oct 18 2017, 6:29 am Sie_Sayoka Post #336



Quote
Do you mean you can't select the open palette window in the window menu to bring it back to front? I'm not sure what you mean by top menu.
When clicking subtile or tileset indexed in the top menu it would bring up the corresponding palette window. The current version does not bring up the window. It's just more clicks to get the window up than in previous versions.



Quote
The state of the unit sprites should be togglable via double click. I'm not sure about pure sprites / units.
I didn't know this. However it would be nice to have something togglable for the unit versions of the traps and doors as well.

Quote
Damage preview is on the todo list. What did you do to hide the buildings?
Disabling doodad state for the units whilst being detected.

Quote
That is what the 'Custom Brush' palette is for, it lets you do that and share the files
This is great. The thumb for the brush seems to make always make a square and just fill in the rest with black. The thumbs should just be the brush itself. They're also only able to be deleted by the rmb menu, it'd be good to delete them with the delete key.



Quote
Let me suggest using the sprite palette if you are searching for a particular graphic.
It's perfect!



None.

Oct 19 2017, 5:05 am Pr0nogo Post #337



Currently, expanding map size can only be done via expanding east or south. Any chance you can update it to work for west and north?




Oct 19 2017, 12:31 pm Suicidal Insanity Post #338

I see you !

Quote from Pr0nogo
Currently, expanding map size can only be done via expanding east or south. Any chance you can update it to work for west and north?

Its partially done: I have code in place that can apply the north / west offset to most of the layers - I can't enable that until I support all layers though.




Oct 19 2017, 4:54 pm Pr0nogo Post #339



Ok, sounds good. If that can be a priority I'd be very grateful.




Oct 19 2017, 9:26 pm Suicidal Insanity Post #340

I see you !

Can't make any promises - work is keeping me quite busy lately, and I'm off on a business trip in a week followed by 2 weeks of vacation in florida. (Not to mention spending too much time playing with a big kitty)




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