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Pages: 1 2 33237 >

[01:33 pm]
Mini Moose 2707 -- Also things marked as changed even when just opening the map. 0.8.0 opens/saves fine tho smh
[01:25 pm]
Mini Moose 2707 -- "Exception raised while loading the MPQ. The MPQ appears to be in an unsupported format." This is an odd error to get from a map I just saved in SCMD2. It wrote this MPQ lmao
[12:26 am]
Mini Moose 2707 -- Add --help support lmao
[10:22 pm]
Suicidal Insanity -- Will try to remember to add a case for empty command line
[10:22 pm]
Suicidal Insanity -- since you probably aren't launchiung it with /embedding
[10:22 pm]
Suicidal Insanity -- Hmm, may be a side effect from turning it into a OLE automation server
[08:04 pm]
Mini Moose 2707 -- JK w/e fought enough and got it to work
[07:42 pm]
Mini Moose 2707 -- Can open it normally and THEN load the map but w/e
[07:42 pm]
Mini Moose 2707 -- SMH, newest SMCD2 dies when I try to open it from the command line, which is kind of important for being able to make it the default app lmao
[07:38 pm]
Echo -- im on xanny
[05:39 pm]
Pr0nogo -- Brazil Nuts (Salted)
[2018-8-18. : 4:15 am]
jjf28 -- Pr0nogo
Pr0nogo shouted: ErGen that's not a problem, that's a solution
way to teach poor english
[2018-8-17. : 7:43 pm]
Pr0nogo -- just get scmdraft
[2018-8-17. : 7:43 pm]
Pr0nogo -- ErGen
ErGen shouted: But i'm have a little problem. StarEdit don't launched. StarCraft: Remastered, Windows 10 64-bit
that's not a problem, that's a solution
[2018-8-17. : 7:33 pm]
O)FaRTy1billion[MM] -- are you referring to sen?
[2018-8-17. : 7:33 pm]
O)FaRTy1billion[MM] -- o its captainwill
[2018-8-17. : 7:31 pm]
CaptainWill -- It's still alive.
[2018-8-17. : 4:51 pm]
ErGen -- I don't launching a game.
[2018-8-17. : 1:39 pm]
Suicidal Insanity -- I think it won't launch while the game is open
[2018-8-17. : 11:13 am]
ErGen -- But i'm have a little problem. StarEdit don't launched. StarCraft: Remastered, Windows 10 64-bit
[2018-8-17. : 11:07 am]
ErGen -- Hello everyone. I'm wanted a earlier warning, my english knowlenge is bad. Then i can sometimes say something in don't understanding form.
[2018-8-17. : 3:54 am]
sigsaucy -- just tested it, you were right, so awesome!!!!!!
[2018-8-17. : 1:08 am]
sigsaucy -- thanks! ill give this a try tonight
[2018-8-16. : 11:20 pm]
Ultraviolet -- Well, that's not true for all changes. Some changes will be seen immediately without having to create a new unit (I think changing a unit's weapon updates immediately), but I believe changes to unit properties are one of the ones that require units to be created after the EUD trigger has already run.
[2018-8-16. : 11:16 pm]
Ultraviolet -- I believe you need to recreate Zeratul after the map has loaded because EUD edits don't take effect until after the first trigger cycle
[2018-8-16. : 3:30 am]
sigsaucy -- other things like setting detection/weapons are working though
[2018-8-16. : 3:28 am]
sigsaucy -- wait i lied, unchecked permanent cloaking and zeratul still not detectable
[2018-8-16. : 3:24 am]
sigsaucy -- nm it is working! they just looked cloaked, man this Editor is awesome!!!
[2018-8-16. : 3:17 am]
sigsaucy -- aint uncloaked*
[2018-8-16. : 3:16 am]
sigsaucy -- am I doing something obvious wrong?
[2018-8-16. : 3:16 am]
sigsaucy -- I'm using EUD Editor to try to make zeratul not cloaked, it seems to be running fine, i uncheck the permenant cloak box, then hit the EDD(D) button that compiles and outputs a scx file, but zeratul aint cloaked in the map
[2018-8-16. : 12:57 am]
KrayZee -- Whiplash mustache
[2018-8-15. : 11:32 pm]
Whiplash -- :)
[2018-8-15. : 10:28 pm]
Pr0nogo -- 👋
[2018-8-15. : 6:45 pm]
Vrael -- :lock:
[2018-8-15. : 6:18 pm]
Zycorax -- :wob:
[2018-8-15. : 5:59 am]
O)FaRTy1billion[MM] -- :wob:
[2018-8-15. : 12:18 am]
jjf28 -- :wob:
[2018-8-14. : 11:13 pm]
Vrael -- :wob:
[2018-8-14. : 11:12 pm]
Pr0nogo -- :lock:
[2018-8-14. : 10:25 pm]
RIVE -- :wob:
[2018-8-14. : 10:18 pm]
Voyager7456 -- :wob:
[2018-8-14. : 10:10 pm]
Zycorax -- :wob:
[2018-8-14. : 4:04 pm]
Corbo -- :wob:
[2018-8-14. : 3:49 am]
KrayZee -- :wob:
[2018-8-13. : 11:48 pm]
Pr0nogo -- or just making scmd save those elsewhere
[2018-8-13. : 11:48 pm]
Pr0nogo -- yeah, though i imagine recycling location names and comments and w/e else isn't necessary for in-game play is easier to automate
[2018-8-13. : 11:31 pm]
jjf28 -- on load - trust the hash over the regular stringId, if the hash matches nothing in the mpq, calculate the new hash using the stringId, if both match nothing, toss out the sound "display string" entry
[2018-8-13. : 11:27 pm]
jjf28 -- that's a bit harder since the WAV needs to have a legitimate stringId in the background... we could setup a new section which keeps a hash of the sound file, the regular stringId, and an offset to the "display string" (which could come later in the same section), it's a bit of a headache because you have to repair the section every time you load (or just mercilessly let the references fall apart when other programs make changes) but it's doable
[2018-8-13. : 11:12 pm]
Pr0nogo -- Suicidal Insanity
Suicidal Insanity shouted: Can't really do that automatically, cause of virtual wavs etc. You can specify the wav filename in the MPQ when importing though
the point is, the wavs need to have reasonable names for the purposes of using them in triggers, so renaming them all to recycled strings would only be reasonable to do after i had already completed my triggers
[2018-8-13. : 10:42 pm]
jjf28 -- ohey, I'm redoing my MPQ abstraction right now, I should add a rename function :P
[2018-8-13. : 10:41 pm]
jjf28 -- that's all I've implemented so far too, but renaming would obviously be easiest for people trying to save strings (though even easier is blizzard officially extending string limits)
[2018-8-13. : 10:36 pm]
Suicidal Insanity -- I just have it configurable during inport, I don't support renaming
[2018-8-13. : 6:06 pm]
jjf28 -- virtual wavs could be restricted/disable renaming
[2018-8-13. : 6:04 pm]
jjf28 -- when a wav is selected in the wav editor the user should be able to rename/select a new string in the map to use for it - and the editor automatically renames the sound in the MPQ
[2018-8-13. : 3:58 pm]
Suicidal Insanity -- Can't really do that automatically, cause of virtual wavs etc. You can specify the wav filename in the MPQ when importing though
[2018-8-13. : 3:46 pm]
Pr0nogo -- some tool to do that automatically could be useful, obviously that isn't great for the process of implementation
[2018-8-13. : 1:19 pm]
Suicidal Insanity -- Naw, the sound ID -> wav name table is just used by the sound editor, the triggers reference the string directly. But you can call your wavs anything you like, including 'Anywhere' 'Location 1' etc
[2018-8-13. : 1:15 pm]
Pr0nogo -- i was hoping there was a sound id separate from the wav name that would be referenced
[2018-8-13. : 7:37 am]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: i specifically have need for comments and wav filenames to be ignored but idk if the latter is doable
You can ignore wav filenames ... and then not have any sound?
[2018-8-13. : 5:10 am]
O)FaRTy1billion[MM] -- 32 bits is nice if you, for some reason, want to center a location and then detect its position XD
[2018-8-13. : 3:41 am]
Lanthanide -- Roy
Roy shouted: Lanthanide Yeah, an x/y vs w/h would be more convenient, for sure, since resizing locations isn't something I'd think needs to commonly be done.
actually I was thinking of 16 bits per edge, instead of 32
[2018-8-13. : 1:04 am]
jjf28 -- ya you can easily (well, it's not trivial but I added some extra support for it) to use some other string in your map as the wav string
[2018-8-13. : 12:44 am]
Roy -- Lanthanide
Lanthanide shouted: Roy it's kind of annoying that it takes up a full 32 bits per edge though, means it's 4 actions to move a location arbitrarily, when it really could be done in just 2 actions
Yeah, an x/y vs w/h would be more convenient, for sure, since resizing locations isn't something I'd think needs to commonly be done.
[2018-8-12. : 11:52 pm]
Pr0nogo -- i specifically have need for comments and wav filenames to be ignored but idk if the latter is doable
[2018-8-12. : 11:51 pm]
Pr0nogo -- has there been any update on the string limit fixes via scmd? i remember someone suggested making all non-game strings not count towards the limit
[2018-8-12. : 11:20 pm]
Lanthanide -- since there's a 64 action limit on triggers, it does actually make things a bit clumsier if you want to do lots of location moving
[2018-8-12. : 11:20 pm]
Lanthanide -- Roy
Roy shouted: Suicidal Insanity That's great! It's possibly one of the most powerful functions we can have for advanced trigger concepts.
it's kind of annoying that it takes up a full 32 bits per edge though, means it's 4 actions to move a location arbitrarily, when it really could be done in just 2 actions

Pages: 1 2 33237 >


Members Online: Roy, Oh_Man, Mini Moose 2707, jun3hong, jjf28, abelefefo