Staredit Network > Forums > SC1 Mapping Tools > Topic: Chkdraft Project
Chkdraft Project
Oct 9 2012, 12:42 am
By: jjf28
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Nov 6 2013, 5:33 pm Sylph-Of-Space Post #121



Would it be hard to implement graphical things like previewing disabled unit sprites (i.e. half-built terran buildings) or disabled doodad state (purely in-editor for this of course?) It's easy enough to load a graphics only MPQ into SCMDraft so it's not a huge deal, just curious is all (focus on the fundamentals!!!). I will try to run this in WINE when I get the chance and see how well I can run it on Windows emulation!



None.

Nov 6 2013, 5:38 pm jjf28 Post #122

Cartography Artisan

Dunno, I could probably replicate the way StarCraft reads from the GRP/AI files and get the same results - but disabled items may be problematic if they overflow into places I can't easily predict (if that was the case then this would be hard, otherwise it would be fairly easy), we'll see when I get more advanced graphics running (currently Chkdraft just shows frame 0 of stuff)



Rs_yes-im4real - Clan Aura - jjf28.net84.net

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Nov 8 2013, 9:20 pm jjf28 Post #123

Cartography Artisan

Small update:

- Fixed a few items in text triggers (move location now correctly writes src and dest location, transmission now uses the correct field for duration mod, few others)
- Revised some code in mapping core to have it more easily transferable to new projects

Made and double checked, documentation for classic trigger and text trigger argument order and destination fields (with some details for hidden fields):
https://docs.google.com/spreadsheet/pub?key=0AhsBSmgfjeb6dEpwX0g3RngxZkJUX3F5VkpJTS1uaFE&gid=0



Rs_yes-im4real - Clan Aura - jjf28.net84.net

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Nov 13 2013, 9:33 pm jjf28 Post #124

Cartography Artisan

Update 11/13/13 - Download Latest

- Text trig output up and running
- Fixed several errors pertaining to parsed unit names
- Text trig input now assigns default flag values
- Fixed a few other text trig input errors

Text trigs are tentatively complete :)

This revealed something about SCMDraft, it hides empty triggers that waste space at the start of the trigger section



Rs_yes-im4real - Clan Aura - jjf28.net84.net

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Jan 18 2014, 4:33 pm Praetor Post #125

layin' in the cut

soooo... is this dead?



this too shall pass

Jan 18 2014, 11:03 pm jjf28 Post #126

Cartography Artisan

Popped back on top of my hobby list recently, started working on buffer listeners a bit ago for low-level sync of section data across the program and with plugins. scrapped that, more trouble than it's worth, back to working on general graphics.

Post has been edited 1 time(s), last time on Jan 22 2014, 8:54 pm by jjf28.



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Feb 15 2014, 12:11 am iCCup.xboi209 Post #127



Can you design it so that it can support multiple languages(allow the user to easily translate the editor and distribute translations)




Feb 15 2014, 6:01 am jjf28 Post #128

Cartography Artisan

Internationalization would require that i convert the project to unicode and put all strings into string tables; both entail lotsa work, i'll give it a shot but not until after layers and most of the basic dialogs.

(A note to anyone following, finished location graphics and most of location tree, will update when selection, editing, del/add, undo/redo are working)



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Feb 18 2014, 2:05 pm Stranger Post #129



Interesting.

Good luck with your project. I'd be curious to test it once it has reached its final stage and when the whole thing is stable.



None.

Mar 17 2014, 10:14 pm ImagoDeo Post #130



Half expected this to be as dead as my activity meter, but I'm surprised and happy to see it was still chugging along, at least as of the middle of last month. Any updates or has it gotten moved to the back burner again?



None.

Mar 18 2014, 2:40 am jjf28 Post #131

Cartography Artisan

Actively working on it, if you don't program you might not regard this as progress: finished selection for locations (graphics, sel by tree, sel by map click (which requires funny cycling algorithms)) working on locations I bumped into the need to complete string handling, so I built methods for adding and removing strings as well as settings the skeleton for cleaning, compressing and otherwise using tricks to maximize bytes usable for string data. After all that I remembered how useful extended strings would be for locations, so I modified all my string methods to allow for extended string operations. Then I went ahead and added extended strings to text trigs; extended strings now work for all of text triggers (though ironically the comment-actions isn't all that useful for text triggers) - but it should be there for later when both triggering methods are available. Most recently I removed windows dependencies from most of the mapping core (though some persist in FileIO and MapFile (since SFMPQ requires windows and custom open/save dialogs are in use) -- making the Scenario handling (where all the real changes to the map are made) c++ standard (with the exception of simple define macros and probably some things I haven't found) and therefore more portable to other smaller projects. Finally today I've been building undo/redo for locations.

Post has been edited 1 time(s), last time on Mar 18 2014, 2:48 am by jjf28.



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Mar 18 2014, 4:11 am ImagoDeo Post #132



Looking good. Do you have a complete list of intended features, and are you still taking suggestions?



None.

Mar 18 2014, 6:31 pm jjf28 Post #133

Cartography Artisan

Quote
Do you have a complete list of intended features

Nope, just mental lists and 7 pages of discussion

Quote
and are you still taking suggestions?

Sure but unless I think it's super cool/useful it'll be a while till what-have-you is implemented.



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Mar 20 2014, 2:53 am SmOkeY~ Post #134



I look very forward to the day when this has more features then SCMDRAFT =)



None.

Mar 20 2014, 7:24 pm jjf28 Post #135

Cartography Artisan

Update 3/20/14 - Download Latest



Updates:
- TextTrigs accepts extended strings (enter it as k"STRINGHERE" in the string field)
- Mostly finished Location Layer (graphics, selections, tree, movement, stretching, creation, deletion, properties, everything undo-able except changes to locationName, modeless property window)
- Extended strings for locations
- Hella code changes, bug fixes, etc.

None of that location edge validation crap that scmdraft does ;)




Quote
I look very forward to the day when this has more features then SCMDRAFT =)

me too :)

Post has been edited 2 time(s), last time on Mar 20 2014, 7:34 pm by jjf28.



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Mar 21 2014, 5:29 pm Raygoza Post #136



I don´t know if you are able to map with this program at this point but I think that a good thing to add would be to allow cliff merging and cliff stacking.
With Cliff stacking it would be useful if you could specify the Terrain on the higher ground, like if you are mapping with ISOMETRIC terrain but choose to have double cliffs like some added thing.

Cliff merging with be in example of jungle tilesets that Temple and High dirt could be merged by the cliff, SC2s solution to this is having fillers, something that covers the part where the cliffs merges because there´s no transition, in SC2 any texture can blend into the other so no fillers are needed there but in SC1 if Cliff merging would be introduced, somehow there ust be something between the two tilesets.
You could also add a mod that would allow some extra features with your mapping program like introducing Fillers and some tiles that would allow the transition of Temple to High ground/Temple or something.

Thinking about Terrain it could be very useful to read a mod file and update the data the map uses, whatever a mod replaces or adds would be visible in the program, it would also be useful if you could apply the plugins of a mod to other units troufgh the mapping program, the thing is that once you you work with mod content the map would need the mod.

Might also be useful if you were allowed to modify plugins of the mod but that the changes would only be applied within the map when you run with the mod.



None.

Mar 22 2014, 3:43 pm ImagoDeo Post #137



It would be pretty damn hard to come up with a custom ISOM toolset of any kind. Maybe a stretch goal...



None.

Apr 21 2014, 9:10 pm Wormer Post #138



I love how jjf28 just doing his business :) Gratz!



Some.

Apr 22 2014, 1:51 pm jjf28 Post #139

Cartography Artisan

Update 4/22/14 - Download Latest

- Corrected inverted location movement/resize calculations
- Added snap to tiles and snap to grid
- Now immediately redraws location tree when you go from no locations to one location
- Corrected a few menu items that shouldn't have been grayed out

Edit: quick fixed a problem with mouse up map position calculation
Note to self: give locations darker base color

Post has been edited 2 time(s), last time on Apr 23 2014, 5:26 am by jjf28.



Rs_yes-im4real - Clan Aura - jjf28.net84.net

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Apr 23 2014, 6:16 am trgk Post #140



Wishlist:
- Macrotrigger should be the standard trigger editor of ChkDraft. People will use macrotrigger or some kind of trigger generation system whatever.
- Map <-> Text converter. Enables batch editing of everything in map.
- Preview minimaps in windows explorer. (Icon handler?)


+ Project settings -> C/C++ -> Code generation -> Runtime library -> Configuration 'Release' -> Change /MD to /MT.
It will remove dependencies from msvcr100 thing in Release mode binary.



EUD

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[12:06 am]
lifebot -- join RPG @ US WEST
[07:10 am]
sraw531 -- ungh, looks like im going to have to do a binary count off for death messages, they aren't properly being displayed to everybody :(
[04:22 am]
sraw531 -- maybe I should just test what happens if you teleport(move) the command centers to a location off the map every cycle while they are flying.
[04:22 am]
sraw531 -- if you do a for each loop, then youd likely have deselection issues, if you dont youd likely have issues with non-prebuilt command centers
[04:21 am]
sraw531 -- UndeadStar
UndeadStar shouted: @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
That might work for one command center, but it wouldn't work for multiple. If you were to do it for multiple youd need 1-2 locations for each, and thats not easy.
[03:30 am]
UndeadStar -- @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
[2020-9-22. : 12:08 pm]
IlyaSnopchenko -- sraw531
sraw531 shouted: is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
Funny that it was just what I did when trying to prevent flying buildings from flying... though that was still through iscript/AICE - set the flingy speed to 0 after each liftoff (as it's reset to a hardcoded value each time the building lifts off)
[2020-9-22. : 5:01 am]
Oh_Man -- https://youtu.be/eG9lTgu0R-M This guy must have got sued by like 5 different companies. 🤣
[2020-9-22. : 1:00 am]
sraw531 -- is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
[2020-9-22. : 12:50 am]
sraw531 -- surprisingly easy to change all the hero marines into normal marines, and vice versa, across the map though.
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