If you make a trigger action that clears a switch, and then make a condition that clears a switch, the switch field for the condition will be labeled 'Clear' due to trigger autocomplete which is invalid. Maybe make both text fields work interchangeably or make it always one so this doesn't happen. Took me hours to figure this out.
Will take a look Monday. Not home tommarow.
New build up which is compiled in Unicode mode. Right now I am still converting all map and game strings using the current system locale as a first step. Please let me know if the color sequences or conversion fails in any locations, I had to update many many locations which I have been doing in small sections over the last months but it hasn't been extensively tested.
Once I am fairly confident that all locations work, I will switch it to optionally use UTF-8 encoding. (Optionally, since that is a SC:R only feature)
Also attempted to add support for more than 16 blocks of player color lookups. I don't have an example mod so I can not confirm it works.
Post has been edited 1 time(s), last time on Jul 8 2018, 10:13 pm by Suicidal Insanity.
Added fixes for unicode port bugs in classic trigedit (sound list, AI script list selection)
Not sure if you're still looking for suggestions; but is it possible to resize the Classic Trigger Window? Would be nice to see what the details of an action trigger is without having to always click into it. Or even make it wrap around?
None.
Suggestions are fine. That one is already on my list, but its fairly boring code/work so I have been prioritizing more interesting things. Maybe in a few weeks.
Next build will have a larger edit trigger window. I added code to make the window + three subwindows resizable internally, but don't have any code to limit resizing to prevent the user from making it so small that controls disappear, so its not resizable yet.
So hopefully that will help until I have code that calculates the minimum window size.
E: Uploaded.
Post has been edited 1 time(s), last time on Jul 15 2018, 10:24 pm by Suicidal Insanity.
Is there a way to reset location's name to default so that it won't use a string?
Edit: Ugh.
Sorry I'm talking nonsense guys. Taking my question back. Love you all!
Edit2: Trying to justify the existence of this post, thinking: what if there was a way to nullify location string and refer to location via it's ID in triggers? Afaik, raw trigger format doesn't need info about location's name -- the thing is required to tie the name with the ID midway in the editor. Is it possible to skip this step?
Post has been edited 5 time(s), last time on Jul 18 2018, 10:48 am by Wormer.
Some.
Is there a way to reset location's name to default so that it won't use a string?
It is absolutely possible; though before SCMDraft would spit out the "string corruption" message and have problems if you had any such location; I do think not using a string is the wrong approach though, creating an extended string table that can be used for naming locations without taking up precious STR section space is a much better way to go about this.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
Is there a way to reset location's name to default so that it won't use a string?
Edit: Ugh.
Sorry I'm talking nonsense guys. Taking my question back. Love you all!
Edit2: Trying to justify the existence of this post, thinking: what if there was a way to nullify location string and refer to location via it's ID in triggers? Afaik, raw trigger format doesn't need info about location's name -- the thing is required to tie the name with the ID midway in the editor. Is it possible to skip this step?
Is there a way to reset location's name to default so that it won't use a string?
If you erase the location name, it will display it as LocationID: YYY in classic trigedit and the location tree. The render engine doesn't yet have a special case for that - I could add that. I also am not completely sure what various text trigger editors do.
It is absolutely possible; though before SCMDraft would spit out the "string corruption" message and have problems if you had any such location; I do think not using a string is the wrong approach though, creating an extended string table that can be used for naming locations without taking up precious STR section space is a much better way to go about this.
I'm pretty sure all string corruption issues were fixed with the initial 0.9.0 release or even with the 0.8.X updates.
I personally think getting blizz to use DWORD offsets in the string table, or getting them to support a STRX chunk with DWORD offsets is the way to go. They know mappers want more string storage space, but I have no idea if / when they will get to that item on their list.
I personally think getting blizz to use DWORD offsets in the string table, or getting them to support a STRX chunk with DWORD offsets is the way to go.
I can get behind the latter, the former wouldn't be the best as all maps would have to go through an upgrade process, lotsa STR section based EUDs would be broken, and the maps would no longer be reverse compatible.
I also am not completely sure what various text trigger editors do.
Mine just puts the unquoted integer for the location number in the field, rather than a string - e.g. first location
Move Location("Player 1", "Terran Marine", No Location, "Location 0");
Move Location("Player 1", "Terran Marine", No Location, 1);
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
I do think not using a string is the wrong approach though, creating an extended string table that can be used for naming locations without taking up precious STR section space is a much better way to go about this.
I agree that this is a better approach, although it makes it less portable to other editors/tools that don't support the ancillary str section/invalid str ID's.
Also, as a side note, I'm pretty sure StarEdit will crash if a location doesn't have a name. Locations always use a string, even with their default name. (though Wormer probably realized this when striking out his original question
)
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Well changing the STR section format is viable if a SC:R specific map format is ever released which also includes stuff like RGB player colors and whatnot.
I can write up a quick spec tonight, and try and cover corner cases, you guys can then poke holes in it, and perhaps we can already add support for it for locations / switches.
Is RGB player colors a thing?
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
It was requested on the official forums, Pete replied saying they'll add it sometime, and nobody ever heard anything about that again. So who knows !
I got this error while working with triggers in classic trigedit. Unfortunatelly couldn't reproduce it. It happened 2 times when I was creating a new action or condition. SCMD version 18.06.17.
It wasn't fatal, the next click created action/condition fine and I didn't notice anything broke.
Some.
Can you launch scmdraft with -console the next couple of times you use it, and if it shows up again see if the console displays more detailed error messages?
Is it possible for the data MPQ to read stat_txt.xml?
None.
What is that file? And is it in the MPQs or in the new archive files?
For the additional MPQ file as added here,
https://i.imgur.com/PvuJs25.pngI guess the stat_txt.xml is from CASC and not MPQ, but because of samase modders have to use the .xml and not .tbl and it's annoying to have to modify both to be able to use changed strings in SCMDraft alongside the modding process.
None.