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
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Dec 7 2017, 6:01 pm Suicidal Insanity Post #421

I see you !

Outlawpoet: Some of the syntax may change, I don't like the fact that unit settings has a function per time value while techs + upgrade settings doesn't. At some point I'll open a thread for feedback on that.

Prongo:
With show defaults, do you mean the default overlays?

Which output terminal do you mean, the one integrated in the UI or the dos like one?




Dec 7 2017, 6:34 pm Pr0nogo Post #422



Show defaults: It's the checkbox on the sidebar that toggles things like permanent locations and pathfinding regions.

Output: The integrated one, shown with the option `Output -> Show`.

edit: is there any eta on the ctrl+[key] commands not working while the sidebar is in focus? Not being able to save, undo, redo, cut/copy/paste without clicking back to the main window is becoming a chore. I know I've posted about this before and I don't mean to labor the point.

Also, you wrote to me earlier about testing modded tilesets with SCMD's update? Not sure if this most recent one is the one to do that in, but it seems to work fine.

edit 2: turrets still don't display accurately



Post has been edited 2 time(s), last time on Dec 8 2017, 4:39 pm by Pr0nogo.




Dec 9 2017, 9:23 pm Suicidal Insanity Post #423

I see you !

I couldn't think of a good shortcut key, suggest something.
- Ctrl O (for overlays) -> already used by open
- Ctrl T (for toggle overlays) -> already used by switch to terrain layer.
- Ctrl D (for Default overlays) -> already used by switch to doodad layer.

I have uploaded a new build that enables shortcut keys if one of the left subpanels is active. I also added tab based naviagation for the panels and fixed the tab order. (Outlawpoet - I actually completely redid the way shortcut handling is done to make sure they will work with scripting =) )

The new build also has all errors / warnings / info / debug messages displayed in the main output window (Depending on the set threashold). You don't have to use -console anymore to view em.

Let me know if I broke anything




Dec 9 2017, 10:56 pm Freakling Post #424

*sluuuuuuuuuuuuuuuuuurp!* Melee Map Maker

ctrl-w for "whatever" ;P

When in doubt, any random letter will do. Just add the hotkey to the menu item.



None.

Dec 9 2017, 11:01 pm outlawpoet Post #425



Quote
(Outlawpoet - I actually completely redid the way shortcut handling is done to make sure they will work with scripting =) )

Cool! I've been scrolling down accidentally every time I ctrl+S, I guess you added WASD sometime and I never noticed.

When do I get to close scmdraft? :lol:



None.

Dec 10 2017, 10:31 am Suicidal Insanity Post #426

I see you !

Maybe Ctrl-E for Enable Overlays ....


Why would you want to close scmdraft? except when updating to a new release :D


E: New version up, with fix for classic trigedit + EUDs, and I also integrated all the changes required to start it with script support. That took a while but now I have a simple #ifdef to switch between scripting enabled / disabled. I can even make it launch multiple top level windows. I just haven't integrated access + changes to the map list yet.

Post has been edited 2 time(s), last time on Dec 11 2017, 1:19 am by Suicidal Insanity.




Dec 11 2017, 8:39 pm Pauper Post #427



Nice work SI! :)



Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

Dec 13 2017, 12:01 am Suicidal Insanity Post #428

I see you !

Progress: Creating a bunch of locations and dumping their properties... still not done but design principle is working.




Next weekend maybe I'll have the time for a completely different project - overhauling some of the iscript code, which hopefully will fix the turret bug and allow the units in the cursor to be fully animation.




Dec 14 2017, 1:52 am Corbo Post #429

ALL PRAISE YOUR SUPREME LORD CORBO

GLHF.

I was trying to make a new map on space platform. I have a custom MPQ with custom parallax.

Attachments:
Trigedit.dmp
Hits: 1 Size: 204.98kb



fuck you all

Dec 14 2017, 9:46 am Suicidal Insanity Post #430

I see you !

PM me the custom MPQ as well if the crash is reproducible, and let me know which build you used.




Dec 15 2017, 4:19 am Corbo Post #431

ALL PRAISE YOUR SUPREME LORD CORBO

Crash is very reproductible. Just try to make a new map on space platform. 0.9.01

Attachments:
SCUT.mpq
Hits: 1 Size: 161.29kb



fuck you all

Dec 15 2017, 9:38 am Suicidal Insanity Post #432

I see you !

Alright - won't have time tonight, hopefully tommarow. Crash is in the star.spk loading code, I cleaned that up yesterday which may have helped but now I can test to see if it really does help, because I didn't see why it was skipping a star entry and leaving it null.


E: My changes appear to have fixed it. I discovered a minor rendering issue though, the top row is missing when its off screen. I really like the idea and the background.

Post has been edited 1 time(s), last time on Dec 15 2017, 11:27 pm by Suicidal Insanity.




Dec 15 2017, 11:52 pm Corbo Post #433

ALL PRAISE YOUR SUPREME LORD CORBO

Sweet. Where can I dl the new build om your site?

I also do not see how I could have done it wrong. SC renders it sort of fine. Top row os definitely not missing but I will be sure to poke on scmdraft and sc. Ty ty



fuck you all

Dec 15 2017, 11:58 pm Suicidal Insanity Post #434

I see you !

I haven't uploaded it yet, I want to try to fix the graphics issue first.

Top row is probably missing due to negative integer underflow on my side. The crash occurred because my code didn't account for the case that the data has two layers in a row without any stars in em.




Dec 16 2017, 12:11 am Corbo Post #435

ALL PRAISE YOUR SUPREME LORD CORBO

Interesting way to crash scmdraft xD

SPK is rather dumb too. Like, I need to make empty layers becauase last one is the slowest.

It would have been great if the format allowed for setting layer speed within it as opposed to being hardcoded



fuck you all

Dec 16 2017, 10:42 pm Pr0nogo Post #436





Just reinstalled windows. I've downloaded SC 1.16.1/1.20 and the latest version of SCMDraft, and I see this when trying to launch the app. Happens with older versions too. Anyone know where to get the file it's looking for?




Dec 16 2017, 11:03 pm Suicidal Insanity Post #437

I see you !

Run the x86 version of the VS2010 redistributable installer. I'll try to figure out how to add that to my installer sometime.




Dec 16 2017, 11:34 pm Pr0nogo Post #438



Ok, thanks. That resolved it.




Dec 17 2017, 2:01 am Pr0nogo Post #439




What does this mean? The undo/redo appears to work as intended despite what this says.

edit:


Not sure what the 'could not handle' text is supposed to mean. Also, every time I open a map, it marks it as having unsaved changes (asterisk in the file path) and asks to save changes if I attempt to close the map.

Post has been edited 1 time(s), last time on Dec 17 2017, 4:33 am by Pr0nogo.




Dec 17 2017, 10:32 am Suicidal Insanity Post #440

I see you !

FYI: The latest builds have much more detailed error info showing up in the UI.

The undo / redo errors are an artifact from changed error handling in that code, that will be gone in the next build. The 'could not handle' is also a known issue but will take a bit longer - when it creates a new window for the loaded map it tries to set it to active, but it isn't done being loaded yet so that triggers a message.




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