Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Requesting scmdraft bugs
Requesting scmdraft bugs
May 24 2008, 5:27 pm
By: Suicidal Insanity
Pages: < 1 2 3 4 >
 

May 25 2008, 10:18 pm Vrael Post #21



As for ZzZzz's error, I hate that one too, here's a little diagram

========================== <-----Limit of vision in editing window
|-----xxxxxxxxxxx---------------|
|-----xxxxxxxxxxx---------------|
|-----xxxxxxxxxxx---------------|
|----yyyyyyyyyyyy---------------| <--------Line you want to move
==========================

==========================
|-----xxxxxxxxxxx---------------|
|-----xxxxxxxxxxx---------------|
|----yyyyyyyyyyyy---------------| Works fine here
|-----xxxxxxxxxxx---------------|
==========================

==========================
|-----xxxxxxxxxxx---------------|
|----yyyyyyyyyyyy---------------| Works fine here
|-----xxxxxxxxxxx---------------|
|-----xxxxxxxxxxx---------------|
==========================

==========================
|----yyyyyyyyyyyy---------------| Worked fine, next step is where the problem happens
|-----xxxxxxxxxxx---------------|
|-----xxxxxxxxxxx---------------|
|-----xxxxxxxxxxx---------------|
==========================


|----yyyyyyyyyyyy---------------| <----- The line you are moving is no longer within the limits of view
========================== <----- Limit of view
|-----xxxxxxxxxxx---------------|
|-----xxxxxxxxxxx---------------|
|-----xxxxxxxxxxx---------------|
|-----xxxxxxxxxxx---------------| <----- Bottom Action
========================== <----- End Limit of view

Thanks for the update for SCMDraft too! I can edit my strings again w00t!



None.

May 25 2008, 10:34 pm Brontobyte Post #22



Suggestion: How about making the string editor able to stack text and show it. StarForge does this but it comes out sloppy on the other end. Just another feature that will make Scmdraft shine, and save a lot of time when overlapping text.



None.

May 25 2008, 11:14 pm Suicidal Insanity Post #23

I see you !

I'll see about fixing that crash for the tiny maps. Going to try to recreate it in a few minutes.

Trigger multiselect, I need to decide how to handle triggers selected with gaps in them, and with various player settings. Probably will just move them all into a block even if there are gaps in it, but I will see. As for conditions / actions, that will break the fix I added for the move up / move down, so also, time will tell. I'll update the zip soonish with the fix for move up + down.

The backup database sometimes corrupts itself, I have never had that happen to me, nor have been able to determine what causes it. Basicly its a huge archive with lots of files in it and sometimes it breaks. If you have a corrupt archive that crashes scmdraft that you could upload somewhere it would be great.

I could add more zoom levels, it will just be really slow.

For EUD, use UnitID:xxxx, I added it to one argument type, if another one needs that tell me which one and I'll look into it. Havn't done anything with those besides create poc code execution map :P

As for string editor preview text, that would mean I know the exact widths of the various displays in pixels, and also know hoe exactly letter spacing is handled. I dont have time to reverse the first, and am not sure if my font code spaces letters exactly like SC does.




May 25 2008, 11:28 pm Suicidal Insanity Post #24

I see you !

Ok, now selection is limited to the map, not outside of it.




May 26 2008, 8:49 am Daedalus Post #25



Quote from NudeRaider
Quote from Daedalus
I really would like to see a working trigger tree in TrigEdit, allowing you to see all triggers (named by a comment or blank otherwise?) and instantly go to it when you (double) click on it.
The tree already works for me. Although it says it's buggy I never experienced a bug.
Oh... well, that's just great I guess :). I wish I knew that earlier :|.

Anyhow, it would be great if you (SI) could make a fix so every trigger is named by its comment instead "item x". It works for some triggers, but most don't show their comment. Force 1 triggers all display their comment, but only one Player 1 trigger shows its comment. If you want I could send you the map?
Checked it again: it does work most of the time but whenever you add a comment all the triggers in the tree get renamed to "item x" and only show up normally after you've re-opened the TrigEdit.

Another question, regarding Unit ID. ScmDraft sets UnitID in the order they were created, while all other editors give them in the order of their position (top left to down right). Could make an option (like a flagged setting) to change between those?

Auto-complete for TrigEdit would be great, but not a necessity.

There is this random bug I encounter sometimes, I think it happens the most with new maps but I'm not entirely sure. What happens is that sometimes the CUWP Slot number all get 1 added. So all the 'create unit with property' actions which previously had CUWP slot #1 are turned into #2 (and 2 into 3, etc) after a save and test.
Whenever this will happen with my map I'll send you a copy of it.

EDIT:
Just found a new 'bug'. When in advanced -> backup database I can't see the whole path name, but I can't scroll to the right or increase the window size. It would be useful if you added one of those (scroll or changeable window size).

Post has been edited 1 time(s), last time on May 26 2008, 12:40 pm by Daedalus.



None.

May 26 2008, 11:23 am NudeRaider Post #26

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I got a real bug this time (not a feature request) :P

When you enter certain special characters in the classic trigedit and then make changes in another trigger via text based trigedit then it's changed to some other character.
I know it happens with '>' and '<', but there may or may not be more.

Also you should call it text trigs and classic trigs (or GUI trigs) to make differentiation easier.




May 26 2008, 2:18 pm Ahli Post #27

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

"ID:xxxx" changes to "UnitID:xxxx" after pressing the enter key.
No Problem,
but if you select it again, the content disappears instead of showing ID:xxxx again.

edit:
Can you raise the modifyable Value for death counts again?
In our wiki's map limits is said that the maximum value would be 2.147.483.647 (Link to the Wiki).
Atm the maximum value is 999.999.999.
If the limit would be equal to starcraft's limit, I could store 1 number more inside 1 death count (which I could need atm...).

edit:
Trigedit's compiling behavior is really strange. If I copy my triggers made with notepad++ into trigedit and try to compile, I will get the error message because I don't use the standard unit names. No problem so far.
But after changing every unit into a "Terran Marine" I get the "");" expected"-error even if the syntax is correct.

I found something to pass this problem, but it is annoying. You have to copy all triggers out of trigedit again, select all, delete and paste the text again (which created an error message before).

This is really odd. :crazy:

Post has been edited 2 time(s), last time on May 27 2008, 8:05 pm by Ahli.




Jun 9 2008, 11:17 pm Falkoner Post #28



Here's some complaints Farty had:

here is another issue
I have two units directly on top of eachother.
I want to delete ONE
but it doesn't let me select ONE.
I have to delete all
and replace what I don't want missing
StarEdit all I have to do is single-click
and if I get the wrong one
shift+click
or click outside a little
SCMD ONLY selects if you click the CENTER of the unit
So, I shall say again: Fail.
and it sorts some stuff alphabetically
and the rest in some asshat order
I have no idea where anything is
WTF
and it's grid is FAIL.
I can't do a 32x32 offset 16,16
and place a 1x1 unit on a 1x1 tile
I have to do
32x32
offset 15,15
also right click goes to cut/copy/paste
I want to stay in tileset index.
and I can't minimize the tileset palette
I have to close it
then figure out a way to pull it up again
and I hate how the brush is centered on the cursor
top left = best
then I can blindly click
and not have to change the zoom % or any of that bullshit
and the minimap doesn't have a cursor set
so if a non-arrow cursor goes over it
I'm flipping out because I think I broke something
Why the hell is there Protoss and Zerg stuff in NEUTRAL?
do you know how to turn off pylon aura?
I also have the grid problem wiht map revealers
I am doing sensitive placement
and they are ALL one pixel down and right

Also, I myself have noticed that sometimes when you are pasting units, and trying to snap to grid, they don't snap properly, even if you placed them on the same grid originally.

Farty also complained about how SF can let you change the coordinates of a unit, but SCM Draft cannot, and how SF had arrays, but SCM Draft does not.

Also, SF had the ability to move units a single pixel at a time using the arrow keys, you think you could add this using numpad?

Also, it's incredibly annoying to change ownership of multiple doodads or sprites, as you can only change it one at a time, can you allow the change of multiple doodads/sprites at once?

Post has been edited 4 time(s), last time on Jun 9 2008, 11:47 pm by Falkoner.



None.

Jun 10 2008, 2:18 am Kidz.Gone.Wild Post #29



I use SCMdraft exclusively. Thank you for it.

(1) It seems like a bug that after changing the terrain tile set the isometric brush won't paint terrain.
Would really like to see that work, especially since both uberation and scmie both fail to load unit properties (perhaps due to custom color characters).

(2) A feature I would love to see. The ability to copy and paste single or multiple conditions or actions within a trigger and paste them into triggers for other players.

(3) Of course a fully functional bug free Trigedit.
It may be that I just don't know how to use it right. But to be able to select a player and get a text file page with all and only that players triggers.
To be able to run 'find' & 'replace' text within specific trigger pages and within custom selected text.

(4) Be able to load and save individual triggers to and from .trg files (like staredit) or even sets of triggers.

(5) An option in the classic trigger editor, to be able to view unit names with either the custom text or default text, but without changing the custom text. Also for locations.



None.

Jun 10 2008, 2:32 am Doodle77 Post #30



It should be impossible to make 0xX locations without manually editing the coordinates.



None.

Jun 10 2008, 5:07 pm Falkoner Post #31



Quote
(1) It seems like a bug that after changing the terrain tile set the isometric brush won't paint terrain.
Would really like to see that work, especially since both uberation and scmie both fail to load unit properties (perhaps due to custom color characters).

That's because when you change the tileset, all ISOM terrain is now replaced by square terrain, which messes up the Isometric brush.

Quote
(2) A feature I would love to see. The ability to copy and paste single or multiple conditions or actions within a trigger and paste them into triggers for other players.

While this CAN be done using normal Trigedit, not Classic, this would definitely be a great addition to classic, along with being able to select multiple actions/conditions/triggers at once.

Quote
(3) Of course a fully functional bug free Trigedit.
It may be that I just don't know how to use it right. But to be able to select a player and get a text file page with all and only that players triggers.
To be able to run 'find' & 'replace' text within specific trigger pages and within custom selected text.

Yeah, you can use notepad for find and replace, but it would be a nice built-in function. You should also add autofill, like StarForge has.

Quote
(4) Be able to load and save individual triggers to and from .trg files (like staredit) or even sets of triggers.

Once again, this is totally simple to do using normal Trigedit, just copy all the text in there, or whatever ones you want, and then paste it into the new map. While it would be a nice little feature in Classic Trigedit, it's not totally necessary.

Quote
(5) An option in the classic trigger editor, to be able to view unit names with either the custom text or default text, but without changing the custom text. Also for locations.

Good idea :P

Quote
It should be impossible to make 0xX locations without manually editing the coordinates.

Why? Just use the location tree to find any stray ones you accidently made, but I can see where it would be smart to make it so you cannot CREATE it originally that small, but you should be able to resize it that small.



None.

Jun 12 2008, 2:11 am Kidz.Gone.Wild Post #32



I've been having a problem with the custom unit properties for some units resetting to the default value.
It happens most often for the NoradII, and only seems to be the damage property.
I think it may have something to do with the way it's connected to the G.Dugalle hero. When I set G.Dugalle to 350dmg. it also set the NoradII.
The same started happening to the corsair, it's damage resets to 5.
I haven't been able to duplicate it manually, so far it happens apparently randomly.



None.

Jun 12 2008, 2:32 am Kidz.Gone.Wild Post #33



I set NoradII & G.Dugalle to have the same damage in an effort to prevent the reset to default damage.
No good, it just now happened again, I turn around and both NoradII and Dugalle are reset to 50 damage.
It's really annoying and if I don't catch it and fix it before a save and play it can mess the game up.
So I dunno if it's a thing with SCMdraft or something else I don't know about but if anyone knows what's going on I'd appreciate some input.



None.

Jun 12 2008, 9:07 pm Suicidal Insanity Post #34

I see you !

You have the newest test version from here?

Oh, and that chat log or whatever is too painful to read.




Jun 12 2008, 9:12 pm O)FaRTy1billion[MM] Post #35

👻 👾 👽 💪

Quote from Falkoner
Also, SF had the ability to move units a single pixel at a time using the arrow keys, you think you could add this using numpad?
Hold Shift and use the arrow keys. I found that out when I was trying to move the screen while selecting groups of units.

Also make unit health signed, like it should be. Whenever I use SCMDraft to set HP, it is really annoying to have to think about it. Just for -1 I shouldn't have to put 16777215.

Quote from si
As for string editor preview text, that would mean I know the exact widths of the various displays in pixels, and also know hoe exactly letter spacing is handled. I dont have time to reverse the first, and am not sure if my font code spaces letters exactly like SC does.
The hard part isn't control widths or space widths, it is getting the center/right align bytes to work properly. >< I can only get them to work properly in certain combinations, but as I add more it gets further from what it should be.
... But I just had an idea that may make it work. I'll try it later.
(I already have letter spacing and the actual space widths saved in some .bin file somewhere.)

Post has been edited 2 time(s), last time on Jun 12 2008, 9:23 pm by FaRTy1billion.



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Jun 13 2008, 6:25 pm poiuy_qwert Post #36

PyMS and ProTRG developer

Quote from Falkoner
Quote
(4) Be able to load and save individual triggers to and from .trg files (like staredit) or even sets of triggers.

Once again, this is totally simple to do using normal Trigedit, just copy all the text in there, or whatever ones you want, and then paste it into the new map. While it would be a nice little feature in Classic Trigedit, it's not totally necessary.

But what about if you just have a *.trg file? You would have to use another editor to load the *.trg to your map or another map and copy them to your map. I don't see a problem with adding the feature, he alraedy has the code for compiling the TRIG, STR , and CUWP parts of the CHK, so he could just change it a bit or copy paste it and its done. There is no reason not to add it.




Jun 13 2008, 9:00 pm NudeRaider Post #37

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Kidz.Gone.Wild
I've been having a problem with the custom unit properties for some units resetting to the default value.
It happens most often for the NoradII, and only seems to be the damage property.
I think it may have something to do with the way it's connected to the G.Dugalle hero. When I set G.Dugalle to 350dmg. it also set the NoradII.
The same started happening to the corsair, it's damage resets to 5.
I haven't been able to duplicate it manually, so far it happens apparently randomly.
That reminds me of a similar bug:
When I set Tassadars upgrade damage to a custom value it resets it to the standard +1 whenever I open that window again.
IIRC this is the same for Alan Shezar and Edmund Duke turret.




Jul 5 2008, 7:20 pm Ahli Post #38

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

sry if I revive maybe outdated topics. ;P
but I hope SI is visiting his topic sometimes...

Trigedit does not support my 33115 triggers (376665 lines).
it compiles them, it saves the triggers (I can watch them in classic trigedit), but if I try to save the map, I get an error:
Code
Trigedit
Something bad happened, would you like to save a diagnostic file?


I saved the diagnostic file (attachement). The mistake is repeatable. It is fixed when I use less triggers (worked below 30k triggers). So maybe I am hitting an unnessecary limit? :crybaby:
*help* :crazy:

Post has been edited 1 time(s), last time on Jul 5 2008, 8:28 pm by Ahli.




Jul 5 2008, 9:09 pm Kaias Post #39



Now that I'm thinking about it, when you copy a large group of units and paste (with units snapping to grid) it almost always isn't aligned to the grid anymore, although it still snaps according to grid size.



None.

Jul 6 2008, 1:07 am Falkoner Post #40



Quote from Falkoner
Also, I myself have noticed that sometimes when you are pasting units, and trying to snap to grid, they don't snap properly, even if you placed them on the same grid originally.

:)



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