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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Feb 9 2018, 10:01 pm O)FaRTy1billion[MM] Post #541

👻 👾 👽 💪

I hate to complain about such minor details, but reaver capacity is 5 and upgraded to 10 and gantrithor and warbringer always have the upgrade XD but otherwise unit indexing looks good as far as I can tell.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Feb 9 2018, 10:59 pm Suicidal Insanity Post #542

I see you !

Quote from O)FaRTy1billion[MM]
I hate to complain about such minor details, but reaver capacity is 5 and upgraded to 10 and gantrithor and warbringer always have the upgrade XD but otherwise unit indexing looks good as far as I can tell.

Well, if its going to display the indices, I may as well fix a copy + paste error for max capacity and the oversight with heroes. It'll be in the next build.


That build also has the new trigger condition / action window caching the properties as the type of condition / action is switched. However, right now there are a lot of similar but not identical trigger parameter types that aren't aliasing, I may end up adding aliasing rules. (So stuff like 'specific unit' also sets the 'generic unit' parameter)

No new build today, I need to get up in < 6 hours.




Feb 10 2018, 3:03 am Lanthanide Post #543



Actually Gantrithor and Warbringer only have the upgrade if it is Active or Researched for the player that owns the unit. If it is Disabled for that player (possibly via global default), then they won't have the extra capacity. So it's not a straightforward check unfortunately.

Also reproduction for the null rectangular terrain:
  • Open a new copy of scmdraft
  • Create a new blank badlands map
  • Click on the dropdown list and select retangular for terrain
  • Clicking on the map will produce 1x1 tile of creep
  • Click on Windows - Terrain Palette
  • Select Mud on the terrain palette
  • Clicking on the map will produce 1x1 tile of creep
  • Click on any other terrain on the palette
  • Clicking on the map will produce null tiles

During this process there aren't any logs created in the list at the bottom. There are two logs when the map is first created: "Could not mark the new active window as active" and "Could not handle activating a different map viewport window".

This is 100% reproducible.

Post has been edited 1 time(s), last time on Feb 11 2018, 11:26 am by Lanthanide.



None.

Feb 10 2018, 8:32 am O)FaRTy1billion[MM] Post #544

👻 👾 👽 💪

Quote from Lanthanide
Actually Gantrithor and Warbringer only have the upgrade if it is Activate or Researched for the player that owns the unit. If it is Disabled for that player (possibly via global default), then they won't have the extra capacity. So it's not a straightforward check unfortunately.
I disagree ;o


Reaver also had 10 scarab and scarab capacity similarly zeroed out.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Feb 11 2018, 2:48 pm Pr0nogo Post #545



Any chance of fixing the displayed colors for units when player color is changed? It changes on the minimap but not in the main window. I don't think redrawing fixes it either, but I could be wrong.

CRITICAL: can't edit transmission text in latest build. Seems to occur if you have other transmission trigger actions with no text input.

hilarious: try placing a nydus, cutting it, and placing it again, and see what happens to the engine

edit 69: yeah SI you broke something big LMAO


also pressing 'C' doesn't copy very often in the main trigger window, did you change the hotkey for that?

Post has been edited 4 time(s), last time on Feb 11 2018, 3:08 pm by Pr0nogo.




Feb 12 2018, 12:15 am Suicidal Insanity Post #546

I see you !

Quote from Lanthanide
Also reproduction for the null rectangular terrain:
  • Open a new copy of scmdraft
  • Create a new blank badlands map
  • Click on the dropdown list and select retangular for terrain
  • Clicking on the map will produce 1x1 tile of creep
  • Click on Windows - Terrain Palette
  • Select Mud on the terrain palette
  • Clicking on the map will produce 1x1 tile of creep
  • Click on any other terrain on the palette
  • Clicking on the map will produce null tiles

During this process there aren't any logs created in the list at the bottom. There are two logs when the map is first created: "Could not mark the new active window as active" and "Could not handle activating a different map viewport window".

This is 100% reproducible.

Still not happening for me using the current build. Will try it tommarow using older builds


Quote from Pr0nogo
Any chance of fixing the displayed colors for units when player color is changed? It changes on the minimap but not in the main window. I don't think redrawing fixes it either, but I could be wrong.

CRITICAL: can't edit transmission text in latest build. Seems to occur if you have other transmission trigger actions with no text input.

hilarious: try placing a nydus, cutting it, and placing it again, and see what happens to the engine

edit 69: yeah SI you broke something big LMAO


also pressing 'C' doesn't copy very often in the main trigger window, did you change the hotkey for that?

Displayed colors - I'll try to figure out a non hackish way of doing that. Problem is the sprites store the player owner and not the color so it isn't invalidated. It should fix itself if the units or animated, or when scrolling the map.

Transmission text is fixed. So is set deaths. I made the check for trigger parameter types stricter and those two didn't match anymore.

Trigger shortcuts are also fixed, and removed all the various dialog hacks that were in place in the trigger editor - nowadays I know of a more sensible way to accomplish the various things.

Nydus is also fixed, undo and delete wasn't resetting the stored connected nydus, only changing brush contents was.


Will try to upload the build tommarow, I want to do additional testing on some of the changes first and it is late.




Feb 12 2018, 7:30 pm Lanthanide Post #547



Quote from O)FaRTy1billion[MM]
Quote from Lanthanide
Actually Gantrithor and Warbringer only have the upgrade if it is Activate or Researched for the player that owns the unit. If it is Disabled for that player (possibly via global default), then they won't have the extra capacity. So it's not a straightforward check unfortunately.
I disagree ;o
Reaver also had 10 scarab and scarab capacity similarly zeroed out.
Confirmed. It seems that Hero units get all of the upgrades, even when they're disabled globally and for that individual player. Using EUDs to remove the Hero flag is up to the mapper, and they can get around this indexing problem by starting their units with 0 hangar contents and then increasing with a trigger once they've removed the hero flag.



None.

Feb 13 2018, 2:06 am Pr0nogo Post #548



Where's the new build with the fixes?




Feb 14 2018, 3:38 am Pr0nogo Post #549



Classic trigedit autocomplete is bugged, typing names of units for example only accepts the first character and all other characters are added after the first unit. e.g. typing 'Sar' for 'Sarah Kerrigan' leads to a result of 'Samir Duran (Ghost)ar'.

Player autocompletes have had an extra space between 'Player' and the player number for a few versions now, not sure what's up with that but it makes typing player numbers quickly a difficult thing. Would be nice to be able to type the number instead of 'Player[space][space][number]', similar to how previous versions let you type 'me' to autocomplete '[men]' and etc.

Also have to thank you for region previews, they really help a lot with custom AI.

edit: forgot to report this last version but isom has been busted for a bit, at least on badlands cliffs. Playing around with the high dirt brush regularly leads to stuff like this, which is really annoying to have to correct all the time.



edit 2: can't use deaths of [factories] for a player anymore, converts to memory death table (for EUD stuff presumably).

Post has been edited 2 time(s), last time on Feb 14 2018, 6:59 am by Pr0nogo.




Feb 14 2018, 3:48 pm Pr0nogo Post #550



Crash when clicking off `set` field in Set Deaths trigger action without making a selection.

https://mega.nz/#!r8px2Ayb!fStGOoqI0Fasm70_5AJJIX-s0XY499gbsCajJijNmuc




Feb 14 2018, 6:47 pm Suicidal Insanity Post #551

I see you !

I never should have started modernizing the code to get ready for new trigedit features, old code was messy but it worked :P

Will take a look in a bit.

E: Autocomplete now uses the correct offset for selection again, letting you type.

Players had the extra space added a while back to force the sort order, but I removed it and set the list to unsorted instead. Also modified EUD trigger detection again to exclude the four special unit groups from turning into EUD actions.

FYI: You can type in either PlayerID: XXX; ID: XXX; or just XXX into the player field. Units are similar, with UnitID: YYY; ID: YYY; or just YYY. The unit field has always had that, player has now had that added.

Terrain is also fixed, had an extra -1 in one spot.

E: And uploaded. Next I want to try to get tab to jump between parameters working, and maybe expand the types of parameters where the text is parsed directly instead of requiring matching an entry in the dropdown list.

Post has been edited 2 time(s), last time on Feb 15 2018, 12:25 am by Suicidal Insanity.




Feb 15 2018, 1:24 am Pr0nogo Post #552



Thanks for the update. How simple would it be to allow for new trigger conditions/actions from mods? Presumably they'd be added via SCMD-specific plugins, but maybe there's a different way. e.g. a trigger action to set max supply for a specific race/player, or to convert a human player slot into a computer slot.




Feb 15 2018, 1:28 am Lanthanide Post #553



Could you extend PlayerID to allow a hex address, instead of an EPD, entered with an 0x prefix. Mainly of use for text trigger editor, but also of value for classic trigger editor.



None.

Feb 15 2018, 8:19 am Suicidal Insanity Post #554

I see you !

Quote from Pr0nogo
Thanks for the update. How simple would it be to allow for new trigger conditions/actions from mods? Presumably they'd be added via SCMD-specific plugins, but maybe there's a different way. e.g. a trigger action to set max supply for a specific race/player, or to convert a human player slot into a computer slot.

Dynamically adding conditions / actions isn't really feasible right now. One of the reasons for all the changes is to make it simpler for me to add a few EUD conditions / actions directly in the editor. Need to get all the prerequisites setup.

Quote from Lanthanide
Could you extend PlayerID to allow a hex address, instead of an EPD, entered with an 0x prefix. Mainly of use for text trigger editor, but also of value for classic trigger editor.

Just a hex number? That works for the death table trigger, but not memory trigger. Or do you mean hex address relative to 0? I don't think I'd add that, because then the meaning of the number depends on the format, and that is not intuitive. Perhaps I can try something like saying Memory at death table + [XXX] (0xYYY), but then the 4 byte alignment would need to be enforced somehow.




Feb 15 2018, 9:52 pm Pr0nogo Post #555



Can no longer press enter to save all changes to a trigger (have to manually click `OK`).




Feb 15 2018, 11:48 pm Suicidal Insanity Post #556

I see you !

Fixed, and updated backspace handling in the autocomplete dropdowns to actually delete text correctly. Only took 10+ years to get around to fixing that !




Feb 16 2018, 12:47 am Pr0nogo Post #557



you the man!!! except i can't open the zip file lol, says it's an invalid archive




Feb 16 2018, 3:32 am Lanthanide Post #558



Just a hex number? That works for the death table trigger, but not memory trigger. Or do you mean hex address relative to 0? I don't think I'd add that, because then the meaning of the number depends on the format, and that is not intuitive. Perhaps I can try something like saying Memory at death table + [XXX] (0xYYY), but then the 4 byte alignment would need to be enforced somehow.
EUD Editor (which a lot of people are using to generate EUD actions) generates the actions like this: SetMemory(0x6635D8, SetTo, 754975234);

chkdraft supports this format natively so we can just copy and paste the triggers directly into there. scmdraft doesn't, and requires the hex address to be changed to an EPD, meaning you have to double-handle everything. The EUD editor also supports being able to convert your EUD actions back into units.dat etc changes, so it's helpful to keep the actions in a format that can be used in either tool directly.

I don't think solely supporting EPD in the long term makes sense - now that in SCR we know that addresses are never going to change again, there's no real benefit to EPD. It just adds a layer of indirection away from the real memory addresses that we're messing with.

As far as enforcing 4-byte alignment, just throw an invalid error during compilation whenever the address is not divisible by 4.


New bug report: I made about a dozen changes to my map (in chkdraft, per above reasons) without testing any of them, and then went into scmdraft to make some final changes. Now my map crashes SC at startup. So I went to the scmdraft backup database so I could do a diff against the latest triggers, and there are many copies of my map in there, however only the most recent copy is openable by SC or Scmdraft. Older versions aren't detected as legal maps by either, making the backup DB rather less useful than it should be.

I'm happy to send you the DB or selected maps from the backup, but the whole DB is 50mb so will need to email it or host somewhere.

Edit: Ah, I just pre-placed too many units (lazily copy and pasted a huge number for each player). So deleting the units now lets me open the map properly, so there's no urgency on needing the backed up maps to work.



None.

Feb 16 2018, 8:17 am Suicidal Insanity Post #559

I see you !

Prongo: Fixed the link

lanthanide: will answer tonight




Feb 16 2018, 8:17 am Pr0nogo Post #560



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