Ok, that makes sense. Any idea re: asking to save changes after opening the map?
edit: any chance a 'count' feature could be implemented? Somewhere in unit properties, display # of units of type, can be toggled to be player-specific or map-wide. I'd use it very frequently for quickly figuring out `define_max` values for custom AI scripts.
Post has been edited 1 time(s), last time on Dec 18 2017, 10:47 am by Pr0nogo.
Fixing the changed state is a given.
Unit count sounds fairly specific - I'm not sure where a good place to display that is. One way to manage that using the existing UI is to sort the unit list by unit type, select all units of a particular type, and check the status bar for selection count. Or when / if scripting has unit access, whip up a script to dump the counts.
You have some free real estate here:
Unless that's controlled by resolution and scales differently. Thanks for the heads up about the existing UI.
I've noticed that typing `bu` in the classic trigger editor search box for units returns [buildings], and the same is true for `me` -> men, `fa` -> factories, `an` -> any unit. Is it possible to add this sort of predictive correction to all units? e.g. `ma` -> marine, eschewing the need to type `terran ma` every time. I guess it'd be an option that some people wouldn't like and would want to disable, but the only alternative atm is to make a stat_txt.tbl file that removes all racial prefixes.
edit: After closing location properties, the console takes focus, not the main window. You have to click back onto the main window to fix it. Probably not intended?
Post has been edited 1 time(s), last time on Dec 20 2017, 3:17 pm by Pr0nogo.
Let me show you how to hump without making love.
Hey, could we get trigedit to not prevent editing the map? Would be a huge help for quick edits and if you try to save, it runs the debug first and if there is an error, prevents saving (obviously)
None.
Hey, could we get trigedit to not prevent editing the map? Would be a huge help for quick edits and if you try to save, it runs the debug first and if there is an error, prevents saving (obviously)
That would require a fairly significant change to the way trigger plugins work, since they are given a snapshot of the map state when they are launched (so locations etc), and right now there isn't a way to update them. If I ever make a plugin interface 2.0 it may be possible.
Loveless' suggestion is amazing and I would pay for it to be implemented tbh
Let me show you how to hump without making love.
Hey, could we get trigedit to not prevent editing the map? Would be a huge help for quick edits and if you try to save, it runs the debug first and if there is an error, prevents saving (obviously)
That would require a fairly significant change to the way trigger plugins work, since they are given a snapshot of the map state when they are launched (so locations etc), and right now there isn't a way to update them. If I ever make a plugin interface 2.0 it may be possible.
Could we at least get the ability to save? I mean even limited access when it's open would be good.
None.
Hey, could we get trigedit to not prevent editing the map? Would be a huge help for quick edits and if you try to save, it runs the debug first and if there is an error, prevents saving (obviously)
That would require a fairly significant change to the way trigger plugins work, since they are given a snapshot of the map state when they are launched (so locations etc), and right now there isn't a way to update them. If I ever make a plugin interface 2.0 it may be possible.
Could we at least get the ability to save? I mean even limited access when it's open would be good.
Wouldn't help for text trigedit - plugin changes aren't applied to the map until they are closed. So when you click compile in the plugin, it just verifies that everything is correct, it doesn't actually save yet.
First build with the changes to the rendering system:
hereThis removed the internal limit of 8 map views per map from the render subsystem, and the brush contents are now animated + drawn using the same code as the map contents
Known issues:
- unit selection circles are not displayed
- unit health bars are not displayed
- when units are moved with arrow keys, turrets are offset
- debug display of image sizes doesn't work
If anyone notices anything else not rendering correctly, let me know.
I'm new to mapping and so I was wondering if SCMdraft would fit my needs. I don't want to make any fancy stuff, just simple campaign maps in the vein of SC1. I have Windows 10 and Starcraft Remastered; I do not have the original Starcraft installed (otherwise I would just use StarEdit).
Will SCMdraft work on my computer?
None.
You're welcome! Yes, it will work, and I think it's better to stick with SCMDraft from the very beginning since StarEdit is so much outdated now. Just don't use features you don't understand.
Some.
Now with selection circles working again,
here.
Selection circles are offset incorrectly (not reading data from .dat files anymore?)
No health bars still
Editor freezes while unit properties dialog is open/if you close it after a while (was testing the fire overlays)
Back to the old version I go. What's changing exactly re: the new rendering system? What benefits are gained?
Post has been edited 1 time(s), last time on Dec 30 2017, 9:04 pm by Pr0nogo.
*sluuuuuuuuuuuuuuuuuurp!* Melee Map Maker
Missile Turret rotation animation is very choppy now (animation is completely disrupted for prolonged periods of time, and interestingly not simultaneously for different Turrets on the same screen).
The same is true for other animations (like building damage, Vespene vapours).
Post has been edited 1 time(s), last time on Dec 31 2017, 12:01 am by Freakling.
None.
Selection circles are offset incorrectly (not reading data from .dat files anymore?)
No health bars still
Editor freezes while unit properties dialog is open/if you close it after a while (was testing the fire overlays)
Back to the old version I go. What's changing exactly re: the new rendering system? What benefits are gained?
Fixed the offsets. Also fixed selection circles persisting when deleting units, and the freeze when it attempted to remove a damage overlay. Hitpoint display isn't done yet - I probably will have to create a pseudo image.dat entry for the HP display bar.
New render system no longer has internal array of 8 viewport windows, lets me use the same code to animate +draw the contents of the brush as is used to animate + draw the normal map contents, and remove various hacks which were added to solve redraw problems.
Missile Turret rotation animation is very choppy now (animation is completely disrupted for prolonged periods of time, and interestingly not simultaneously for different Turrets on the same screen).
The same is true for other animations (like building damage, Vespene vapours).
Ok, tracked this down - the smoke clouds spawned by the vespene geysers were causing the loop updating the iscript animations to stop early.
E: Haven't solved this yet though
E2:
Fixed version
Post has been edited 4 time(s), last time on Dec 31 2017, 12:11 pm by Suicidal Insanity.
*sluuuuuuuuuuuuuuuuuurp!* Melee Map Maker
Well, sometimes units and sprites are not rendered at all… (still 12/19 version, though, might be fixed in the 12/31 version)
Post has been edited 1 time(s), last time on Dec 31 2017, 12:37 pm by Freakling.
None.
Do you mean 12/29 version? One thing I fixed was when the screen size changed it didn't force a redraw of all images.
*sluuuuuuuuuuuuuuuuuurp!* Melee Map Maker
I have a problem for scmdraft 2 0.9.0.3 beta.
My map is about to exceed string bytes of 65536, and scmdraft 2 requires maps to not exceed them.
Can you guys increase the amount of maximum bytes for string in scmdraft 2?
Thank you for doing great work on scmdraft 2!
None.