I don't recall any examples for the damage overlays - a simple 1 unit map and the HP percentages where it breaks would be nice. Or does it randomly break for the same percentage?
Resize - I really don't know anymore, just works for me.
Brush graphic artifacts - More details would be good, the brush graphics are cut off on the map edge for me.
Anyways, about to upload a new build with the shift + ctrl mixup fixed, and units / sprites / doodads can now be globally cloaked. I had added the internal option for that back in November when I added global hiding, but never fully implemented it. One less open feature branch =)
It randomly breaks for the same percentage. May be another one of those cases where units placed by older versions of SCMDraft break in newer builds only, which would make the bug really silly to reproduce. I'll see what I can do for that and the brush artifacting.
I think it randomly chooses a damage overlay. Maybe something is wrong with that?
E: Found something. If you have a building with multiple large damage overlays, and slowly "healed" it by raising the HPs, it first replaces all large flames with small flames, but then removed all small flames at once instead of just one of em.
Post has been edited 1 time(s), last time on Apr 3 2019, 7:32 pm by Suicidal Insanity.
Sounds like what I was doing while trying to get the flames to spawn in the first place (which wasn't always happening).
Cloaked sprites/units build is nice, thanks for that. Maybe a quick and dirty temp solution to my problem would be cloaking/hiding all but the active player's units, e.g. if your player menu next to the layer menu displayed 'player 4', only player 4's units would be shown.
I actually already have that on my idea list. (So only show current player's units) That may be an option which I reset every time the editor is opened though, otherwise if somebody accidentally enables it and can't find it they'd be lost.
Right now I'm finishing the implementation of allowing collision within unit placement boxes. I still need a better label for that though
, current labels are:
"Disable Ground Unit Stacking"
"Ignore Building Placement Collisions"
"Allow Ground Unit Stacking"
I don't want to move away from using the term stacking even though it would make it easy to make the options consistent
And also am turning a bunch of menu items to radio menu items.... yay really minor improvements !
New build uploaded, with a finished implementation of location name copy paste, including unique name generation.
Also new: place units in the building collision boxes. Finally finished that feature.
Great, thanks for that. While you're on the topic of tooltips, 'AI Towns' has been wrong since it shipped. It should be 'AI Resource Areas' or 'AI Resareas' for short. Towns aren't actually created unless scripts are run.
I used the name because they are called towns internally, and populated on map load.
Ok. It's not consistent with any of the other modding tools so it's confusing for newcomers atm.
Finally finished the code for resizing classic trigedit edit windows - that had been paused since august 2018.
classic trigedit also now re-uses even more scmdraft code. Aim is to be able to add a 'text view' tab to classic trigedit one day once the text generation functions in scmdraft are expanded to be compatible with text trigedit syntax.
Selecting the leftmost edge of maps with nonstandard sizes selects units very far away from the cursor.
New build up - scmdraft itself is release candidate status, text trigedit has lots of internal changes to improve performance / parsing (Mostly it is now using shared scmdraft code), I may not include those changes in the release
Thanks for all the maintenance and bug fixes. Latest version hasn't seen any issues crop up yet.
I actually already have that on my idea list. (So only show current player's units) That may be an option which I reset every time the editor is opened though, otherwise if somebody accidentally enables it and can't find it they'd be lost.
Still looking forward to this the most.
Anybody have any last minute feedback on (most importantly) fog of war cut/copy/paste, and inclusion of fog of war in the cut/copy/paste layer? Second most important thing is location cut/copy/paste but that I'm fairly confident of working intuitively and correctly.
As I wrote in the shoutbox, it would be nice to preview fog of war changes made in that layer, since the squares aren't accurate to what we see in-game. Also, switching to another player is a little unintuitive if you're trying to paste the same fog of war for multiple players; currently I have to paste, select the player entry, line it up with the existing fog of war, type the player and place the clipboard.
One thing I'd appreciate is the sight preview for player (or is it implemented in the alphas somehow?) Say, I'm trying to place an observer precisely so that it would initially reveal just the bit I need, but I have to do a good bit of trial and error.
I know, first world problems.
Trial and error... mostly error.
That is the preview fog of war layer. (Or enable fog of war preview in the overlay options for the current layer).
It was added in 2008 or so xD
Thanks, that was rather non-obvious to find. Now I know.
Trial and error... mostly error.