Staredit Network > Forums > SC1 Mapping Tools > Topic: scmdraft - 0.9.0 info + nightly download (Post small feature req
scmdraft - 0.9.0 info + nightly download (Post small feature req
Apr 9 2017, 9:27 am
By: Suicidal Insanity
Pages: 1 2 318 >
 

Apr 9 2017, 9:27 am Suicidal Insanity Post #1

I see you !

Post em here... I spent a while redoing all the internals for those two layers to make sure its viable to add new features, now I can actually start adding stuff.

Download the current nightlies / irregurlies here. Versions are updated on the days of the week I have time.

Poiuy_qwert made a nice step by step guide to launching ScmDraft 2on MacOS using WINE: http://www.stormcoast-fortress.net/cntt/software/scmdraft/wine-example/


The full list of changes is also available on the download page.


Current location idea list:
- tab hotkey to cycle through locations visible on screen.
- mark the center of a location
- optionally hide or lock locations
- Copy / Cut / Paste locations

Post has been edited 6 time(s), last time on Aug 21 2017, 11:40 pm by Suicidal Insanity.




Apr 9 2017, 9:34 am LoveLess Post #2

Let me show you how to hump without making love.

Currently, I would just like to have the locations fixed so it does not produce test debugs anymore. Cycling through many locations on top of one another is a huge pain due to it. Also being able to disable clicking locations to bring up Location Properties them so we can cycle through them faster as some kind of setting would be cool.

Some kind of other aesthetic option that shows the center of each location with a + sign of sorts would be amazing.

Post has been edited 1 time(s), last time on Apr 9 2017, 9:59 am by LoveLess.



None.

Apr 9 2017, 10:09 am Suicidal Insanity Post #3

I see you !

Wouldn't an X for the center make more sense?

Just the selected location or all locations?

Maybe I can implement tab cycling, instead of disabling double click. Keyboard navigation was not really something I cared about 15 years ago.




Apr 9 2017, 10:34 am LoveLess Post #4

Let me show you how to hump without making love.

Wouldn't an X for the center make more sense?

Just the selected location or all locations?
Well the reason for some kind of + instead would be for grid purposes.



None.

Apr 9 2017, 11:25 am Suicidal Insanity Post #5

I see you !

One question: Do the off screen locations only work on the right / bottom edges, or also top / left? I'm assuming its just an uint32 overflow and they work on all four sides.




Apr 9 2017, 12:04 pm Wormer Post #6



The most important for me about locations is an option to make them invisible and lockable (http://www.staredit.net/topic/8307/24/#490).

How it works. Invisible location is, well, invisible unless a setting "show invisible locations" is set. Invisible location is selectable only from the locations list or in "show invisible locations" mode. Locked location isn't mouse-selectable and when visible it's inner part appears to be transparent. Locked invisible location isn't mouse-selectable at all, even in the "show invisible locations" mode (where it appears as transparent).

Please make it possible once again to make locations that are out of bounds (http://www.staredit.net/topic/8307/24/#487). Specifically remove the location validation when you open properties as mentioned by Roy.

One question: Do the off screen locations only work on the right / bottom edges, or also top / left? I'm assuming its just an uint32 overflow and they work on all four sides.
That's a good question, I don't really know. If it's uint32 overflow, then something like (2,147,483,647;2,147,483,648) would produce a large (2,147,483,647;0) inverted location, no?

Less important but a cooler and easy to do feature: colored locations. It's possible to assign a string to the location as it's name. Derive the location color from the color of the end of the string (i.e. the color that the appended character will have). For default color keep their traditional blueish appearance. Keep inverted locations distinct: for instance draw their border with red and keep their default fill color red.

More specific (less important) and harder to do request. I have hard times to tell where exactly the building will be placed by create unit at location for the location of arbitrary size and position. Make an option to select a unit (or building only) that will be displayed under the location at it's creation point while you move the location around.

Post has been edited 3 time(s), last time on Apr 9 2017, 12:29 pm by Wormer.



Some.

Apr 9 2017, 12:42 pm Suicidal Insanity Post #7

I see you !

I had tried the colored locations once, I don't remember why I dropped it, if it was a lack of colors or if the overlays just looked terrible. I'll look into it again. I like the idea of adding the color to the strings.


You mean locked -> no blue shading at all, only the black border. Probably would need to abuse the unused location bits or use a custom chunk in the CHK to persist this information.


(Added short list to the OP)




Apr 9 2017, 2:15 pm Wormer Post #8



Yes, I was thinking about only-border for locked locations, but I actually forgot if it was black of white. LoL. Anyways, it's just an idea and is up to testing whatever looks better. Maybe white or grey will look better than black in this case.

I think it's OK to use the unused bits for invisible/lock. It's only for appearance after all.



Some.

Apr 9 2017, 2:25 pm Suicidal Insanity Post #9

I see you !

I'll have to confirm that the bits are unused, and will remain unused, but I'm pretty sure that is the case.

If jj28 adds support for the same custom map chunks / bits, then the settings wouldn't get lost when switching between editors.

White border is already used by the currently active location, and black by all others. (And the available colors depend on the current tileset)




Apr 9 2017, 2:42 pm jjf28 Post #10

Oh bother...

The only bits in blizzard-standard CHK sections I use for metadata in Chkdraft are bytes 22-25 of the trigger players (which was to lock one trigger to one metadata entry so the metadata wasn't lost when switching with SCMDraft/other tools).

Whatever other data you use (e.g. location bits) should be preserved without issue (I only change data that has actually been modified by the user... except for strings, I always toss out any strings that aren't used in blizzard-standard CHK sections or in my custom sections to ensure "string corruption" is avoided).




Side-note: I drafted a few custom CHK sections, interactions with SCMD are generally stable.

Extended Strings
Extended Trigger Data

If you add any sections of your own please document the format and start the section with a version number :)



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

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

Apr 9 2017, 3:00 pm Suicidal Insanity Post #11

I see you !

Sounds good. Won't make a final decision for a while - I'm occasionally stuck dealing with 25year old design mistakes at work, gonna do it properly here...



I think I'll mark the center of locations with a * (so + and X), then I can allow moving the locations partially off the map, as long as the center is still in bounds, and there will be a visual indicator. (Or is there any reason to move the center out of bounds)




Apr 9 2017, 5:35 pm Wormer Post #12



I think I'll mark the center of locations with a * (so + and X), then I can allow moving the locations partially off the map, as long as the center is still in bounds, and there will be a visual indicator. (Or is there any reason to move the center out of bounds)

Oh yes, there is! You make air units unmoveable by moving them to a location where they can't be moved. The easiest (and more importantly I believe the most lag efficient) way to achieve this is to move air units to the out of bounds location. I am personally using a completely out of bound location for this to be sure units aren't really moved there.



Some.

Apr 9 2017, 8:15 pm Zoan Post #13

Math + Physics + StarCraft = Zoan

The ability to copy+paste locations would be awesome, instead of having to create 20 or so 2x2 locations by hand.

Maybe an easier way to implement this too would be to have a "Stack" option when you right-click, sort of like for buildings how you can say "Stack 20" or something and it creates 20 on-top of the one you are selecting.



\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

Apr 9 2017, 11:13 pm Wormer Post #14



Quote from Zoan
The ability to copy+paste locations would be awesome, instead of having to create 20 or so 2x2 locations by hand.

Maybe an easier way to implement this too would be to have a "Stack" option when you right-click, sort of like for buildings how you can say "Stack 20" or something and it creates 20 on-top of the one you are selecting.
What is your workflow afterwards? Because then you have to distribute them anyways. Or do you only preplace them to use in triggers?



Some.

Apr 9 2017, 11:14 pm Zoan Post #15

Math + Physics + StarCraft = Zoan

Preplace to use in triggers usually. In this case the "Stack" method would be ideal.



\:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

Apr 10 2017, 12:29 am Heinermann Post #16

SDE, BWAPI owner, hacker.

Well for locations copy pasting could work like this:
1. You multi-select a bunch of locations with ctrl/shift clicks either in the tree view or map view.
2. Copy
3. Paste places it on the top left of the map view
4. New paste is all selected, and you drag that around to wherever you want (similar to an image editor or other tools)




Apr 10 2017, 6:48 am Wormer Post #17



Oh, there is one more thing! Not directly terrain or locations but more like a layer and a life saver tool for those who like everything perfectly planned and aligned (locations and terrain included).

In it's most basic (and the most wanted) form it is an option to put horizontal or vertical rulers on the map. These should display above grid with a number on top or on the left that specifies their x or y coordinate. It is preferred if they could be assigned different colors. An option to show or hide all rulers would be sufficient, but if it was possible to toggle visibility of rulers by their color it was everything one could dream of (in this case I think 8 or 16 basic colors for rulers will be sufficient).



Some.

Apr 11 2017, 12:17 am Suicidal Insanity Post #18

I see you !

I'm not happy with the way it looks yet. And I'm only showing the center of the active location right now, otherwise it looked too messy.






Apr 11 2017, 1:57 am Lanthanide Post #19



I think it only needs to be half that size, and wouldn't need to be full-on white either.



None.

Apr 11 2017, 7:33 am Wormer Post #20



What if location was smaller? Will the center marker scale?



Some.

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