I'm fine with having to set a custom path for mods. It's what I do normally. All I'd ask is to add some sort of notice somewhere that that's the case, but I'm not sure if there's real estate to do such a thing. Small text that reads something to the effect of 'When using mods, remember to set your own mpq paths' should do the trick.
More refinement of the profile stuff, and I added a copy button. Give it a try, try to break it in interesting ways.
Or not
Added multiselect and mousewheel support to the tileset indexed terrain palette.
Note: This means that it is actually using the copy/cut/paste brush internally when rendering / placing, so minor changes may be possible.
Great update, thanks for that!
Uploaded an alpha with 1.23 support added !
So anyone having issues with opening scmdraft2 since the patch?? I installed the newest alpha but still cant open it up... I get an error:
“Error::Unable to access the CASC data!” with some numbers before that
Thanks
None.
You could try running the "repair install" option in the bnet launcher, it may be corrupted. That happened to me when the patch dropped, after running that it worked.
You could try running the "repair install" option in the bnet launcher, it may be corrupted. That happened to me when the patch dropped, after running that it worked.
You could try running the "repair install" option in the bnet launcher, it may be corrupted. That happened to me when the patch dropped, after running that it worked.
Cool thanks but I dont see that option...
None.
theres a "scan and repair" but I can't click on it
None.
Niiiice. Ty dude, ya I uninstalled the old scmdraft and exited SC and bnet. When I repopened, scan and repair option was available.
Works seemlesly now it seems. Looking forward to the new features! Thanks!
None.
New Build, this one includes the final step of text trigger parsing rewrite. Try and break it in interesting ways, and let me know what the trigger text was that did break it.
It has worked so far on my test maps.
The CASCs are locked while the game runs so you can't run the editor alongside it... Bummer.
It has the side effect in the shape of problems that occur if you open the CASCs with CASC Viewer while the Blizzard agent software is running (even in the tray; it's easy to miss). If you do that, next time you open the agent it will say that the game storage is corrupted (even though the viewer probably can't modify it in any way), and initiate the "repair" procedure which is very time consuming.
I already miss the MPQs (though not StarEdit actually; I believe I haven't touched it for several months, ever since I got SCMDraft to run reliably).
Trial and error... mostly error.
Please take care of Melee map.
Failed to get ImageSize (
http://i.imgur.com/zr68Bdm.gifv )
We need a random brush.
None.
The CASCs are locked while the game runs so you can't run the editor alongside it... Bummer.
Yeah quite inconvenient, yet one can run SCMD before StarCraft as SI mentioned in shoutbox. Also, consider to check the option "Single Instance" in Profile Settings -> Global Settings for the subsequent maps to open in this instance of SCMD. As good as it gets. It's not bad, could have happened worse
.
Some.
Some feedback on the revamped text triggers.
I got an old map from like 2010-2012 that I had lying with extracted triggers. I tried to feed those to the new version of text trigedit. The following are things that I noticed in no particular order, which are either bugs or simply things that changed.
- I am very exited to see the asdf window pop up to greet me when I open text trigedit, but probably not everyone would be so exited
- When I compiled for the first time I had some errors related to wrong extended/unused unit names that changed from previous version, but the first error was reported at line 0 for "unit expected". That way, the first error sometimes report at line 0.
- Some extended/unused unit names changed a while ago. Namely, everything that finished on "type 1" or "type 2" back then finishes on "type[3spaces]1" or "type[3spaces]2" nowadays (that are 3 spaces instead of 1 now, that forum doesn't display properly ).
- Keywords set, not set are spelled from capital letter now: Set, Not Set. But on input it looks like every word is case insensitive. However there must be exactly 1 space character between words in compound keywords (like not set and etc.).
- SCMD now uses hex notation for other extended characters than only color codes.
- SCMD now uses keyword All at unit count places instead of 0. On input zero works fine at these places.
There is an oddity with hex literals that is still present. Things like "\xx019text", "\x00x019text" etc. doesn't give error but truncate string at the first offending hex-specified character. It was better if those give you an error. There probably been other things related to hex characters that I don't remember and/or can't reproduce anymore.
The good thing is that SCMD doesn't require any specific number of spaces (or their absence) between trigger header and opening brace {, the same goes for arguments of a trigger (players and forces). Good job!
Some.
The CASCs are locked while the game runs so you can't run the editor alongside it... Bummer.
It has the side effect in the shape of problems that occur if you open the CASCs with CASC Viewer while the Blizzard agent software is running (even in the tray; it's easy to miss). If you do that, next time you open the agent it will say that the game storage is corrupted (even though the viewer probably can't modify it in any way), and initiate the "repair" procedure which is very time consuming.
I already miss the MPQs (though not StarEdit actually; I believe I haven't touched it for several months, ever since I got SCMDraft to run reliably).
I have my v1.16.1 MPQ files uploaded on MediaFire.
Use these to eliminate SCMDraft's restrictions!
http://www.mediafire.com/folder/6ecz6q3o9qhaf/SC_1.16.1_MPQ_Files
The CASCs are locked while the game runs so you can't run the editor alongside it... Bummer.
It has the side effect in the shape of problems that occur if you open the CASCs with CASC Viewer while the Blizzard agent software is running (even in the tray; it's easy to miss). If you do that, next time you open the agent it will say that the game storage is corrupted (even though the viewer probably can't modify it in any way), and initiate the "repair" procedure which is very time consuming.
I already miss the MPQs (though not StarEdit actually; I believe I haven't touched it for several months, ever since I got SCMDraft to run reliably).
I have my v1.16.1 MPQ files uploaded on MediaFire.
Use these to eliminate SCMDraft's restrictions!
http://www.mediafire.com/folder/6ecz6q3o9qhaf/SC_1.16.1_MPQ_FilesThe patch_ed.mpq is not there.
Not that I'm too anxious about ever getting Staredit to run again though...
Little thing to note on SCMDraft: in the Switches dialog, typing the new name and pressing Enter still doesn't enact the name change, but closes the window without committing the change. Probably just a small niggle, but still.
Also, is it possible to make location IDs readily visible - maybe in the properties dialog box?
Trial and error... mostly error.
The CASCs are locked while the game runs so you can't run the editor alongside it... Bummer.
It has the side effect in the shape of problems that occur if you open the CASCs with CASC Viewer while the Blizzard agent software is running (even in the tray; it's easy to miss). If you do that, next time you open the agent it will say that the game storage is corrupted (even though the viewer probably can't modify it in any way), and initiate the "repair" procedure which is very time consuming.
I already miss the MPQs (though not StarEdit actually; I believe I haven't touched it for several months, ever since I got SCMDraft to run reliably).
I reported that issue to the CASC project a while back - it should be fixed. Had run into that in early experiments myself.
Little thing to note on SCMDraft: in the Switches dialog, typing the new name and pressing Enter still doesn't enact the name change, but closes the window without committing the change. Probably just a small niggle, but still.
Also, is it possible to make location IDs readily visible - maybe in the properties dialog box?
I added the location ID to the location properties window. (Note: 1 based - like trigger indices, not 0 based). I'm not sure which format is preferred.
Post has been edited 1 time(s), last time on Jul 13 2019, 10:47 pm by Suicidal Insanity.
Some feedback on the revamped text triggers.
I got an old map from like 2010-2012 that I had lying with extracted triggers. I tried to feed those to the new version of text trigedit. The following are things that I noticed in no particular order, which are either bugs or simply things that changed.
- I am very exited to see the asdf window pop up to greet me when I open text trigedit, but probably not everyone would be so exited
Yay ASDF ! That is the error for no MPQ access.
- When I compiled for the first time I had some errors related to wrong extended/unused unit names that changed from previous version, but the first error was reported at line 0 for "unit expected". That way, the first error sometimes report at line 0.
Ah, lines are probably 0 based in error messages, will fix
- Some extended/unused unit names changed a while ago. Namely, everything that finished on "type 1" or "type 2" back then finishes on "type[3spaces]1" or "type[3spaces]2" nowadays (that are 3 spaces instead of 1 now, that forum doesn't display properly ).
I don't think this is an issue, if there is a reason to worry about it let me know.
- Keywords set, not set are spelled from capital letter now: Set, Not Set. But on input it looks like every word is case insensitive. However there must be exactly 1 space character between words in compound keywords (like not set and etc.).
All text matching is case insensitive, that includes unit / location names etc. They are whitespace sensitive though, although "not set" is the only param that included whitespaces. (Obviously many trigger/condition actions do)
- SCMD now uses hex notation for other extended characters than only color codes.
Will check that - newline, tab, etc should be \n \t etc as before. E: <- Trigedit always only had special handling for newline and tab, all other chars between [1 and 31[ were converted to hex. Not sure what you mean.
- SCMD now uses keyword All at unit count places instead of 0. On input zero works fine at these places.
Ya that was one of the improvements I made. Also block comments should work using /* ... */ - but I needa test those a bit more.
There is an oddity with hex literals that is still present. Things like "\xx019text", "\x00x019text" etc. doesn't give error but truncate string at the first offending hex-specified character. It was better if those give you an error. There probably been other things related to hex characters that I don't remember and/or can't reproduce anymore.
Will update if I repro this before falling into bed <- That appears to always have been a bug in text trigedit, at least I tried a 1 year old version. I'm undecided if that error should stop compilation or just add the text to the string without converting. In your specific example, it is converting the hex code to char 0 which means terminate string.
The good thing is that SCMD doesn't require any specific number of spaces (or their absence) between trigger header and opening brace {, the same goes for arguments of a trigger (players and forces). Good job!
It also no longer requires the closing semicolon to follow the closing paranthesis - but who would ever do that? xD
Post has been edited 4 time(s), last time on Jul 13 2019, 11:17 pm by Suicidal Insanity.
And uploaded a new build with a few fixes / improvements. Keep the feedback coming !