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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Mar 14 2019, 11:29 pm Pr0nogo Post #841



Enter in the switch field closes the dialog instead of committing the name to the switch ID. Also still says all changes are permanent. Are there keyboard shortcuts for renaming and resetting? If not, can we get some (and still have a shortcut to close the dialog)?




Mar 15 2019, 12:12 am Suicidal Insanity Post #842

I see you !

Remind me when I am done with fog of war - should be doable, but I don't want to start yet another feature/change at once.


E: Updated fog of war build uploaded. I think I have covered everything in the renderer and copy/paste layer, which means I can start expanding the fog of war layer modes to include copy paste next.

Post has been edited 1 time(s), last time on Mar 15 2019, 12:46 am by Suicidal Insanity.




Mar 15 2019, 11:19 pm Pr0nogo Post #843



In very large extended tilesets, SCMDraft has a fun overflow that resets the position of the tileset index's scroll once you go too far. Not sure on the exact specifics but here's a demonstration and here's the map and mpq used. In the video I first scroll to the bottom of the index slowly to successfully reach the end of the tileset, and then scroll quickly to illustrate the bug. I'll note that this only happens with large tilesets as I've used custom ones in other tilesets such as badlands without running into this issue.




Mar 16 2019, 8:21 pm Suicidal Insanity Post #844

I see you !

Hahaha … that's a 16bit windows limitation, the scroll position is 16bits and your tileset has enough tiles in it that that isn't sufficient. Luckily there is a workaround. (e.g. this.) which makes it a simple fix.




Mar 16 2019, 10:04 pm Pr0nogo Post #845



Glad to hear it's easy to fix. Should be out soon, or will you wait until you finish the fog of war stuff?




Mar 17 2019, 8:58 pm Suicidal Insanity Post #846

I see you !

Oh I fixed it before I made the post, it will be included in the next alpha




Mar 31 2019, 9:55 pm Suicidal Insanity Post #847

I see you !

New build up, with fog of war copy paste in the fog of war layer. Last time it was only added to the copy/paste layer.

I'm still looking for feedback on usability. And switching back to normal placement mode is a bit clunky.

Quote
New: Added the ability to cut / copy / paste fog of war in the fog of war layer. To enter this mode, right click while the normal brush is active. Ctrl + X/C cuts/copies the fog of war for the current player. Ctrl + Shift + X/C cuts/copies the fog of war for all players (In the fog of war layer. The cut/copy/paste layer always copies for all players). When placing, hold ctrl to place for all players (Again, only in the fog of war layer). To switch back to normal editing mode, change the fog brush size or re-select the fog of war layer.





Apr 1 2019, 6:17 am Pr0nogo Post #848



Latest build broke shift selecting terrain :)




Apr 1 2019, 9:45 am Suicidal Insanity Post #849

I see you !

Ok, I'll check tonight, had to change quite a few things with terrain selection so that it instead was tile selection and also used for fog




Apr 1 2019, 6:32 pm Pr0nogo Post #850



It also broke ctrl+selecting units, so it seems it destroyed multiselect across more than just the terrain layer.




Apr 1 2019, 7:31 pm Suicidal Insanity Post #851

I see you !

It turns out I swapped the shift state and the control state in some of the selection functions, that fix will be included in the next build.




Apr 2 2019, 6:44 am Pr0nogo Post #852



Glad it'll be fixed soon. Any ETA on hiding specific player units? Alongside a keyboard shortcut to copy coordinates to clipboard, my #1 needed feature right now. Maybe you can look into it next?




Apr 2 2019, 4:20 pm Suicidal Insanity Post #853

I see you !

No ETA, and current priority is finishing the various started features and stabilizing them in order to be able to release a real release, not just dailies.




Apr 2 2019, 8:55 pm Pr0nogo Post #854



Alright. Thanking of it now, it makes sense to have a shortcut for this that copies mouse cursor coords to clipboard, if you have nothing selected. Hopefully that's also possible to implement, for getting region coordinates.




Apr 2 2019, 8:58 pm Suicidal Insanity Post #855

I see you !

I've got a python script that interacts with scmdraft to dump the location table.

And I did add the option to hide all units a while back.




Apr 2 2019, 10:37 pm Pr0nogo Post #856



Hiding all units is not useful when I need to look only at one player's units. I am preplacing all potential build sites for all AIs, and when you have one expansion that 3-6 AI can build over, it gets messy.



What's the context behind the location table comment? Will that help with clipboarding coordinates of objects/cursor?




Apr 2 2019, 10:46 pm Suicidal Insanity Post #857

I see you !

You wrote "region coordinates", I had assumed you meant the locations, not the AI build sites. If you mean the build sites, they are still being dumped to the console from when I was debugging it:

Code
            AIState - 22:45:12.0565 -      Debug::AIState: Created 8 towns in total.
            AIState - 22:45:12.0569 -      Debug::AIState:     Town   1 (  800,   912): Total minerals     6000 (  4); Total vespene:    21000 (  3).
            AIState - 22:45:12.0577 -      Debug::AIState:     Town   2 ( 3744,   304): Total minerals    15071 ( 13); Total vespene:    10000 (  1).
            AIState - 22:45:12.0583 -      Debug::AIState:     Town   3 ( 1216,   496): Total minerals    10500 (  7); Total vespene:        0 (  0).
            AIState - 22:45:12.0591 -      Debug::AIState:     Town   4 ( 3776,  1808): Total minerals      802 (  2); Total vespene:     6421 (  1).
            AIState - 22:45:12.0599 -      Debug::AIState:     Town   5 (  144,   480): Total minerals    13500 (  9); Total vespene:        0 (  0).
            AIState - 22:45:12.0605 -      Debug::AIState:     Town   6 ( 3008,  1904): Total minerals    11395 ( 11); Total vespene:        0 (  0).
            AIState - 22:45:12.0609 -      Debug::AIState:     Town   7 ( 3008,   608): Total minerals    10596 ( 10); Total vespene:        0 (  0).
            AIState - 22:45:12.0616 -      Debug::AIState:     Town   8 (  832,  1584): Total minerals     3000 (  2); Total vespene:        0 (  0).





Apr 2 2019, 10:47 pm Pr0nogo Post #858



I mean regions.



I can't seem to copy/paste from the console anyways, so not very useful for me even if they did show up there.




Apr 2 2019, 10:55 pm Suicidal Insanity Post #859

I see you !

Quote from Pr0nogo
Damage overlays do not always init when reducing unit HP. Current fix for this is deleting and undoing. Small and insignificant issue but hopefully easy enough to fix.


Quote from Pr0nogo
Damage overlays do not always init when reducing unit HP. Current fix for this is deleting and undoing. Small and insignificant issue but hopefully easy enough to fix.
Quote from Pr0nogo
Resizing a map (e.g. from 192 to 194 and back manually) often results in redoing 1-2 tiles of terrain at the affected borders regardless of the user's smooth border selection. Would be nice to investigate and fix this issue if possible.



An unrelated but also frustrating visual error happens when zooming out near the southernmost border of the map, duplicating some tiles or the terrain cursor in the display as seen here: https://i.imgur.com/ovcqugl.png

Still can't repro any of those three :/


Quote from Pr0nogo
I mean regions.



I can't seem to copy/paste from the console anyways, so not very useful for me even if they did show up there.

Its a DOS window, copy paste works like in any other console. But it doesn't log pathfinding regions anymore, that slowed it down.




Apr 2 2019, 10:57 pm Pr0nogo Post #860



What would you like me to do to help you reproduce these? I've already sent a lot of example files for past issues and none of them have worked.




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