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 « 29 30 31 32 3360 >
 

Mar 11 2018, 9:17 pm Cool-Knight Post #601



Its fixed in the newest official download - just use that ( http://www.stormcoast-fortress.net/downloads/scmdraft2ZIP/ ).


The game data files do not have a blue.pcx file for iceworld for some reason. Some of the game data is a bit inconsistent - another example is the vespene geyser sprite using tileset dependent frames, but the shadow does not include tileset dependent frames for broodwar tilesets. I have been adding a bunch of consistency checks to the game data loading, and in this case I didn't check every last tileset if it passes and missed that.

It works! Thanks! :)
Keep up the good work!



I make StarCraft BroodWar Maps! Servers I'm On: USEast/USWest!

You can also find me at my Website My Akas: SHANE-009

Follows and obey SEN Rules: The Rules.

Updated as of: 9/11/2021

Mar 11 2018, 11:22 pm Suicidal Insanity Post #602

I see you !

Since I didn't make a news post yet, I'm going to update the download with one with briefing color preview.

E: And updated, and newspost up. Time to start the countdown until somebody finds a bug ...

Post has been edited 1 time(s), last time on Mar 11 2018, 11:53 pm by Suicidal Insanity.




Mar 14 2018, 4:37 am MTiger156 Post #603

Veteran Mapper

Here's the next bug (see attachment). Occurs when trying to play certain .wav files I ripped from another game (Ran through Audacity, exported and compressed). Sounds are added and saved to map just fine, but cannot play and produces the error. Potentially these files are causing map itself to crash.

EDIT: Resolved - Compression was causing incompatibility issues. Also need to use lower bitrates.

FURTHER EDIT: I made a replica of the map (new map -> copy terrain/triggers) and put in the original sounds. Map does not crash. It appears that at some point, original map received some sort of corruption that is unrelated to sounds or triggers. Funny how the replica is spot-on the same, but does not have issue.

Attachments:
Error.png
Hits: 4 Size: 3.9kb

Post has been edited 3 time(s), last time on Mar 14 2018, 5:42 am by MTiger156.




Mar 14 2018, 10:39 am Suicidal Insanity Post #604

I see you !

If you PM me the broken map I can take a look, but I don't know if I will be able to do anything with the info - the WAV compression is using blizzards algorithm from 96.




Mar 21 2018, 12:52 am Suicidal Insanity Post #605

I see you !

Incomplete implementation of offsetting a map in X and Y, use at your own risk:
download

Known issue: Border smoothing isn't working perfectly yet. (Should be better than previously though).

You can partially undo a map resize / offset. Undo isn't consistent yet though, so that will break stuff !




Mar 21 2018, 11:48 am blackknight2 Post #606



Hi, I have a difficult time for making troops in specific location.

When I make troops in a location, I get warning message that location has no space for troops.

Can you make a feature by making a button "Location" at down of "Switches" on Classic Trigedit that disables for making troops in a location when a location has no space for making troops?

Just by checking a button, I can enable or disable it.

For example, when this feature is enabled, I can make a trigger to create non-EUD modified 100 Battle Cruisers then a location will make maximum amount of them.

Thank you for making Scmdraft 2 better and ever!



None.

Mar 21 2018, 2:50 pm Lanthanide Post #607



What you're asking for is not practical / not the proper role of SCMdraft.

Whether units can fit in a location, depends entirely on what units are already in that location, and also for ground units, what terrain is at the centre of the location.

Scmdraft has no way knowing ahead of time how many units are going to be there, and if the location has been moved at all, no way of knowing what the terrain at the location is.

The best it could do is assume there's no units at the location and complete free space, and using pre-calculated results, give a warning that the number of units you're trying to create will never fit even in the best conditions. But this doesn't really help you as a mapper, because when best conditions don't exist, Scmdraft can't possibly give you an accurate warning, so you simply have to play the map and test it. You yourself can simply do the experiments for best case scenarios and write the results on the wiki, and refer to those written values when making your triggers and don't create triggers that will always fail.

Basically in computer science terms you're asking for SCMdraft to give compile-time warnings for run-time conditions, which is only possible for a small set of conditions, and most of the time those conditions won't be met and so the warning will be misleading.

Or in other words, scmdraft is a (very powerful) tool for creating maps. Expert mappers with lots of experience will be able to create masterpiece works of art, where novice mappers will produce maps with defects and issues. This is just the same as any other form of creativity - a master woodworker will produce better results with the same tools than a novice will. Knowing how many units can be created in a particular location, or knowing how to set up the experiment to measure this figure, is a skill that more experienced mappers have, and as I've outlined above, not something that the tool can do for you in all situations.

Even if this feature were implemented to the fullest extent that it reasonably could be, additional knowledge is still going to be required by the mapper. The tool cannot solve every problem for you.

Post has been edited 2 time(s), last time on Mar 21 2018, 2:57 pm by Lanthanide.



None.

Mar 21 2018, 7:08 pm Pr0nogo Post #608



There is actually an issue where locations created by selecting a legally placed unit -> right click -> create location are not valid for creating a unit with triggers, but I don't know the cause. I generally have to expand the location well beyond the dimensions of the unit if I want it to be created without incident.




Mar 21 2018, 9:55 pm blackknight2 Post #609



Quote from Lanthanide
What you're asking for is not practical / not the proper role of SCMdraft.

Whether units can fit in a location, depends entirely on what units are already in that location, and also for ground units, what terrain is at the centre of the location.

Scmdraft has no way knowing ahead of time how many units are going to be there, and if the location has been moved at all, no way of knowing what the terrain at the location is.

The best it could do is assume there's no units at the location and complete free space, and using pre-calculated results, give a warning that the number of units you're trying to create will never fit even in the best conditions. But this doesn't really help you as a mapper, because when best conditions don't exist, Scmdraft can't possibly give you an accurate warning, so you simply have to play the map and test it. You yourself can simply do the experiments for best case scenarios and write the results on the wiki, and refer to those written values when making your triggers and don't create triggers that will always fail.

Basically in computer science terms you're asking for SCMdraft to give compile-time warnings for run-time conditions, which is only possible for a small set of conditions, and most of the time those conditions won't be met and so the warning will be misleading.

Or in other words, scmdraft is a (very powerful) tool for creating maps. Expert mappers with lots of experience will be able to create masterpiece works of art, where novice mappers will produce maps with defects and issues. This is just the same as any other form of creativity - a master woodworker will produce better results with the same tools than a novice will. Knowing how many units can be created in a particular location, or knowing how to set up the experiment to measure this figure, is a skill that more experienced mappers have, and as I've outlined above, not something that the tool can do for you in all situations.

Even if this feature were implemented to the fullest extent that it reasonably could be, additional knowledge is still going to be required by the mapper. The tool cannot solve every problem for you.

I think I misunderstood my idea.

I really apologize for it :'(

Actually, my idea was to stop warning messages with error sound effect when there is no space in location to make any units.

I just wondered if map editor can delete these things if I check on check box of 'Delete warning message and sound when location has no spot to make any units.'

I am very sorry to people who are disappointed of my wrong idea in previous question comment. :'(



None.

Mar 21 2018, 11:32 pm Lanthanide Post #610



Don't be disappointed, it just wasn't clear what you were asking.

So I think you're saying you want to stop Starcraft from giving an error message when it can't place a unit? Like when it plays the loud buzzer error sound and says "WARNING! Unit Unplaceable" and whatever the unit is in yellow text.

If that's what you mean, then no, it's not possible for Scmdraft to remove that error message. That's part of the Starcraft engine.

A technique to avoid this that is used in most maps, is to have a dedicated spawning area, which is an area that players can't normally bring units to, and it is kept clear of obstacles. Units are first spawned in that area, and then moved to where they're supposed to be. You can have multiple spawn areas, allowing you to spawn many dozens of units at once (that would not fit in a single spawn area), and then use triggers to move the units from those multiple spawn areas to their destination. When you attempt to Move a unit and there's not enough space at its destination, the unit isn't moved (stays where it is) and you also don't get the annoying error message. So you can have a trigger set up on a little timer that every few seconds will check if there are any units in the spawn buffer, and then moves them to their intended destination.

This is a technique commonly used in Desert Strike maps for example.

Post has been edited 2 time(s), last time on Mar 22 2018, 4:45 am by Lanthanide.



None.

Mar 26 2018, 9:14 am Lanthanide Post #611



SI, can you rename the unused upgrades and techs? Right now they are all called "Unlabeled / Unused" in the upgrade and tech editing sections. Since we have EUDs in SCR, it's now possible to detect the value of upgrades, manipulate them during the game, and also make unit requirements depend on the value of techs - so they're very valuable tools.

So it would be useful if these upgrades/techs were numbered, eg "Unused Upgrade 55" and "Unused Tech 33" so we can enable/disable these upgrades for players by default etc, to tie in with the other EUD triggers we might be using the upgrades in.



None.

Mar 26 2018, 11:00 pm Suicidal Insanity Post #612

I see you !

Changed that, it will be included in the next alpha.




Mar 26 2018, 11:53 pm Nekron Post #613



I'm sure you've been asked about this a million times already, but is the psi radius being inaccurate fixable? Example - https://i.imgur.com/a8CItYr.png vanilla protoss 8, the cannon in the middle is unpowered in-game, shows up as powered in scmd




Mar 26 2018, 11:54 pm Pr0nogo Post #614



Crash when undoing a unit's deletion on the latest build: dump

Team color on a unit flashed grey when I deleted it, not sure if that has anything to do with it.

edit: seems to just be the mpq I'm using, which is dumb since it worked on older versions. here if it's needed

Works fine on 2018.03.08

Post has been edited 2 time(s), last time on Mar 27 2018, 12:17 am by Pr0nogo.




Mar 27 2018, 7:49 am Suicidal Insanity Post #615

I see you !

Quote from Nekron
I'm sure you've been asked about this a million times already, but is the psi radius being inaccurate fixable? Example - https://i.imgur.com/a8CItYr.png vanilla protoss 8, the cannon in the middle is unpowered in-game, shows up as powered in scmd

Right now the psi radius algorithm is a best guess at how it works in game and not based on reverse engineering, so it isn't surprising that it isn't perfect.


Quote from Pr0nogo
Crash when undoing a unit's deletion on the latest build: dump

Team color on a unit flashed grey when I deleted it, not sure if that has anything to do with it.

edit: seems to just be the mpq I'm using, which is dumb since it worked on older versions. here if it's needed

Works fine on 2018.03.08


Not sure what that could be, I'll try to take a look tonight.

E: Can't get it to crash, either need the map or the type of unit that is causing the crash.

E2: Did you resize the map before deleting the unit?

Post has been edited 2 time(s), last time on Mar 28 2018, 12:21 am by Suicidal Insanity.




Mar 28 2018, 6:27 pm DarkenedFantasies Post #616

Roy's Secret Service

I downloaded the 2018.03.17 version and it's often crashing when pressing the CTRL key, regardless of which map I'm working on. I'm unable to reproduce the bug consistently, seems random... so here are two dumps: [1][2]




Mar 28 2018, 7:45 pm Suicidal Insanity Post #617

I see you !

Thanks, will take a look. If its random it may have to do with displaying the unit HP bars, and happens depending on what units are visible on screen and where.

E: minidumps haven't been that useful, I'll work with the HP bar theory or I may need a few more if that isn't it.


E: Reproduced it and am fixing it.

E: Fix uploaded.

Post has been edited 3 time(s), last time on Mar 29 2018, 12:05 am by Suicidal Insanity.




Mar 29 2018, 12:14 am DarkenedFantasies Post #618

Roy's Secret Service

Looks like it's fixed; I had discovered specific areas on my maps where it would crash 100% of the time, now crash-free. Thanks!




Mar 31 2018, 4:44 am Pr0nogo Post #619



Can we get the option to save profile preferences across all profiles? I only make new profiles to change mod mpqs. Tired of getting my ears blown out every time I open a map with tanks on it because I forgot sound is enabled by default, amongst other things.




Mar 31 2018, 5:37 pm Suicidal Insanity Post #620

I see you !

Silly suggestion: overwrite that file in your mod MPQs

I could see myself adding the option to copy profiles, but won't make it more confusing which settings are global and which aren't.




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