Staredit Network > Forums > SC1 Mapping Tools > Topic: TinyMap2
TinyMap2
Feb 23 2010, 4:26 am
By: O)FaRTy1billion[MM]
Pages: < 1 3 4 5 6 713 >
 

Mar 13 2010, 12:30 am O)FaRTy1billion[MM] Post #81

👻 👾 👽 💪

Hmm... What is the version if you right click on the EXE and go to properties? I've been updating it every time I release it. :P

Post has been edited 1 time(s), last time on Mar 13 2010, 12:40 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 13 2010, 1:17 am GameLoader1337 Post #82



Quote from O)FaRTy1billion[MM]
Hmm... What is the version if you right click on the EXE and go to properties? I've been updating it every time I release it. :P

it said it was last modified on February 28th 2:55:45pm :O

Wait no. 2.0 XD



None.

Mar 13 2010, 1:21 am O)FaRTy1billion[MM] Post #83

👻 👾 👽 💪

2.0.?.? ... ;o 2.0.3.5 is the latest. Also, you have an old version. Redownload.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 14 2010, 3:55 am Heinermann Post #84

SDE, BWAPI owner, hacker.

Quote from O)FaRTy1billion[MM]
Where would I put such a checklist?
You shouldn't bother. If people don't want a section compressed, then they shouldn't compress anything at all. If there's a bug in a section, then report it. If there was an option to disable sections, then it's less likely that bugs will be reported. The "all or nothing" package is the way to go.




Mar 14 2010, 8:32 am GameLoader1337 Post #85



Hey, what is "changes sprite players" fixed? I asked because, I found another bug, apparently for computer players, (well at least for player 7 computer that I'm 100% sure) gets converted to zerg race, my player 7 computer was protoss but it got converted to zerg, this is really important because the computer in my map is protoss-based, and he will refuse to upgrade his attack/armor if he is changed to zerg.



None.

Mar 14 2010, 11:31 am Gigins Post #86



Tested, approved! Tinymap2 changes Player5-8 race to zerg, either it's an AI or human. Player1-4 stay untouched. I wonder why. :crazy:
[attach=6031]
[attach=6032]

Attachments:
testmap.scx
Hits: 2 Size: 52.18kb
testmap2.scx
Hits: 1 Size: 6.73kb



None.

Mar 14 2010, 7:38 pm Heinermann Post #87

SDE, BWAPI owner, hacker.

Guess it's best if TinyMap2 not touch race settings if the player owner is Open or Computer.




Mar 16 2010, 3:24 pm Falkoner Post #88



Quote from O)FaRTy1billion[MM]
2.0.?.? ... ;o 2.0.3.5 is the latest. Also, you have an old version. Redownload.


Woops, mah bad, forgot to update the one in the DLDB.



None.

Mar 16 2010, 9:28 pm O)FaRTy1billion[MM] Post #89

👻 👾 👽 💪

Quote from Gigins
Tested, approved! Tinymap2 changes Player5-8 race to zerg, either it's an AI or human. Player1-4 stay untouched. I wonder why. :crazy:
[attach=6031]
[attach=6032]
I also wonder why. ;o

...
Found the problem!
I accidentally had it load only 4 bytes of the player race section instead of all 12. ;o

Any more bugs right now or should I just make a new build?

Attachments:
testmap.scx
Hits: 2 Size: 52.18kb
testmap2.scx
Hits: 1 Size: 6.73kb



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 16 2010, 9:31 pm Gigins Post #90



Actually only 8 should matter.



None.

Mar 16 2010, 9:41 pm O)FaRTy1billion[MM] Post #91

👻 👾 👽 💪

It clears 9-12 anyway, but I like to load the entire section anyway.

Uploaded new version.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 18 2010, 8:16 am Wormer Post #92



Hi Farty!
You're putting zeros everywhere where it won't spoil the map to have a better compression ratio, right? It's because series of consequently equal bits are compressed to one bit plus the number of it's repetitions, right? (Well, in the simplest case it is like that at least.) Anyways are you sure putting zeros everywhere is the best thing to do? If you exactly know the compression method you may select such values which will make the best compression. (Well, at least ideally, because this might be something like NP-hard problem or whatever.) Have you taken this possibility into consideration?



Some.

Mar 18 2010, 7:15 pm O)FaRTy1billion[MM] Post #93

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Except a lot of things I am setting to 0 wont work if you set them to anything other than 0. 0s compress really well because there are a lot of them already. I wouldn't know what to make them since I don't know the compression algorithm anyway. :P



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 29 2010, 5:27 am bobo Post #94



i found another bug, units that are given anything above the normal energy reserve 64ish?, are reset to 64 (i had a defiler that starts with 250 energy and it starts with 64ish). Also wen i activate a trigger that changes the mineral value in a mineral field, it goes to 0



None.

Mar 30 2010, 2:57 pm Zhuinden Post #95



Aw, poor CUWP slots.



None.

Mar 30 2010, 7:29 pm O)FaRTy1billion[MM] Post #96

👻 👾 👽 💪

Quote from bobo
i found another bug, units that are given anything above the normal energy reserve 64ish?, are reset to 64 (i had a defiler that starts with 250 energy and it starts with 64ish).
Could you restate this a little better or post a map with the bug isolated?

Quote from bobo
Also wen i activate a trigger that changes the mineral value in a mineral field, it goes to 0
I found the problem (unnecessary break; in switch statement).

Quote from Zhuinden
Aw, poor CUWP slots.
What do you mean?

Post has been edited 1 time(s), last time on Mar 30 2010, 7:49 pm by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 31 2010, 6:08 am bobo Post #97



i mean i have a hero defiler whos starting mana is 250\250 but after i use tinymap2 it starts with 64\250



None.

Mar 31 2010, 11:19 am Gigins Post #98



My guess is that tinymap2 clears the unit properties data for energy.



None.

Apr 1 2010, 5:17 pm Heinermann Post #99

SDE, BWAPI owner, hacker.

Well is 64 really the starting energy? I never thought energy would have a different outcome than HP and Shields.

BTW 64 / 250 = .256, which probably makes it 0x100 / 1000.




Apr 3 2010, 5:59 pm Excalibur Post #100

The sword and the faith

Through my searches for an Uberation 2 download last night I found the Koreans have made a 'counter' to TinyMap2 caleld SCMREC, it reconstructs every single section of a map. I have yet to test it.




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[12:51 am]
Ultraviolet -- RIVE
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feels like a lower commitment. like if someone bitches about something, I can say it's in beta phase whatchu expect? :P
[06:46 am]
RIVE -- Beta 4 lyfe, ya kno
[2023-9-28. : 5:26 am]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
indeed
[2023-9-28. : 1:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet prediction: It will. ;)
:massimo:
[2023-9-28. : 1:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
[2023-9-28. : 1:12 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet :lol: did you really just commit another shout just to add a bracket? :D
Damn straight! :P
[2023-9-27. : 7:22 pm]
NudeRaider -- Ultraviolet
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prediction: It will. ;)
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider Oh definitely fully playable. I used the first map as the shell, so it was basically complete from the first release. I've made some tweaks and improvements here and there based on nuances between the maps, like UV2 has more air units so certain ground-focused heroes like Psycho and Shadowcraft have needed some buffing. Other improvements have been little bug fixes or ways of stopping cheese strategies (like the bosses now spawn in a random location instead of at their lair so players can't just camp them with nukes. UV2 is definitely harder despite only being 4 levels + boss fight instead of 5. I'd say it's definitely worth a go, there's some unique mechanics that make each of the levels have kind of their own interesting spin
Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: nukes).* lol
:lol: did you really just commit another shout just to add a bracket? :D
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