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 11 12 13 14 1560 >
 

Aug 5 2017, 2:32 pm Ahli Post #241

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

SC can now play ogg files in maps! Example Map!

This can drastically reduce file sizes.

Steps as I can recall:
1. create a map in staredit
2. import a wav file
3. save the map, close staredit
4. create a sound file that is an ogg with the same file name including .wav file ending
5. open the map file in mpqeditor
6. drag and drop the renamed ogg file, the editor will ask you to override
7. exit mpqeditor (do NOT compress the file)
8. open the map in staredit, save it
9. test the map, it should be able to use the edited wav. Staredit will display a wav length of 0.

The map file created in step 7 cannot be opened in scmdraft right now (file).

Post has been edited 2 time(s), last time on Aug 6 2017, 9:55 am by Ahli.




Aug 5 2017, 6:14 pm Butch Post #242

PROFESSIONAL MAP MAKER

1: I set a minimum size in tiles for the brush display to avoid zooming in too far for small brushes since it looks weird. You can change the screen size of the brushes with the right click menu.

2: Not really, since brushes can get very large and those are then scaled to fit the window. If I made it the same resolution most brushes would get cut off. Only thing I could do was disable zoom in while keeping zoom out.

Maybe instead of the background of the brush being black when it is smaller than 2x2, make it so it matches the surrounding windows? I know this is like small GUI stuff but it does add to work flow when terraining imo and would make the brush palette function smoother.

and as far as the way it displays, zoom wise, I would prefer if it didn't zoom IN. Zooming out for larger brushes makes sense, but having 6 1x1 tiles in a fuck off huge window is kind of dumb when you could have like 40.



None.

Aug 5 2017, 8:52 pm Suicidal Insanity Post #243

I see you !

I can remove the black background.

I can't really space different sized brushes differently because the brush window uses a control with a regular grid :/ If you only have 1x1 or 2x2 sized brushes just change the global setting for how large to draw the brushes.




Aug 6 2017, 11:58 pm Suicidal Insanity Post #244

I see you !

New version up.

Mostly internal changes (Save+load code changes, and screen invalidation changes)

I also finally looked at why creep occasionally wasn't updating a tile an it was a trivial bug so that is gone. I now also autocenter all subwindows on the parent window. And I made the brush palette use the custom terrain overlay settings if any are selected, so you can see if saved brushes have jumps in height etc directly in the palette.




Aug 7 2017, 8:31 am Oh_Man Post #245

Find Me On Discord (Brood War UMS Community & Staredit Network)

Ahli how does that work if you want to recycle wav strings as well? Tbh I feel this should be its own topic.




Aug 7 2017, 2:10 pm Ahli Post #246

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

Quote from Oh_Man
Ahli how does that work if you want to recycle wav strings as well? Tbh I feel this should be its own topic.
Well, in theory the editor should handle that. Basically, it's "just" importing an ogg instead of a wav. The rest of the handling should be the same.

SuicidalInsanity wrote in the Blizz forums that he needs to figure out the length of the file. So, I guess that the file really needs to be parsed, so some libraries need to be added to handle ogg files like "libogg, libvorbis, and libvorbisfile".

Why does SC actually need the length of the file? What happens if you use a too small value? What happens if you use a too large value? I imagine that that parameter could be bogus now.




Aug 7 2017, 2:28 pm Suicidal Insanity Post #247

I see you !

I haven't run tests to see what happens if you don't set the length correctly, I assumed that the set length controls how long the trigger execution is paused before starting the next action.

libvorbisfile doesn't help - that can only parse a file on disk, not one in memory (e.g. loaded from a MPQ archive). So I need to write a libvorbisfile like wrapper for the main API that works on memory buffers. Probably not too difficult, but need to fit it in.




Aug 7 2017, 2:39 pm Oh_Man Post #248

Find Me On Discord (Brood War UMS Community & Staredit Network)

Well when you guys figure out how to get it working you should make a tutorial guide asap I reckon it would be handy AF for people, especially since sound files make up the bulk of filesize.




Aug 7 2017, 2:46 pm Suicidal Insanity Post #249

I see you !

When I get it working I don't think I need to make a tutorial for 'select *.ogg instead of *.wav in the dropdown filter box'. :D




Aug 7 2017, 4:06 pm trgk Post #250



This library may be helpful: Use stb_vorbis_decode_memory
https://github.com/nothings/stb/blob/master/stb_vorbis.c

Super easy to integrate. This is single .c library for vorbis.




Aug 7 2017, 5:33 pm Ahli Post #251

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

Map mpqs can now use modern mpq compressions.

I did some tests on my Random Bunker Def map:
Saved with Scmdraft 0.8.0: 89kb
Extracted and repacked using SC compatibility (pkware) in MpqEditor: 79kb
Extracted and repacked using bzip2 for *.chk in MpqEditor: 31kb (ok)
Extracted and repacked using lzma for *.chk in MpqEditor: 24kb (unreadable file)
Extracted and repacked using zlib for *.chk in MpqEditor: 47kb (ok)
Extracted and repacked using sparse+zlib for *.chk in MpqEditor: 40kb (unreadable file)
Extracted and repacked using sparse+bzip2 for *.chk in MpqEditor: 33kb (unreadable file)

As a comparison, Tinymap: 52kb

So, mpq compression is doing excellent compared to tinymap... No question that tinymap would get them even smaller as it edits the .chk itself. :D

Maps loose 1.16 compatibility, but unless you want to create maps for a mod, you should not bother (-> legacy mpq compression setting?).
Clicking on the map in 1.16 creates an error popup about installing SC because scenario.chk could not be read and the game exits.
Attempting to load the maps into staredit/scmdraft results in an error message.

edit: Also, I was reducing the max file amount setting of the mpq. The default value for maps is 1024 (afaIk) which creates bigger mpqs than necessary.

edit: I tested if the maps really work with these compressions. LZMA does not work. Therefore, bzip2 is the best, working compression.

Post has been edited 3 time(s), last time on Aug 7 2017, 10:33 pm by Ahli.




Aug 7 2017, 6:38 pm Suicidal Insanity Post #252

I see you !

I'm pretty sure zlib has been supported since 1.16 or 1.15 or so. I think one of the post wc3 launch patches added that in. I didn't switch to using it because back then people were still running older starcraft versions for mods




Aug 7 2017, 6:40 pm Suicidal Insanity Post #253

I see you !

Quote from trgk
This library may be helpful: Use stb_vorbis_decode_memory
https://github.com/nothings/stb/blob/master/stb_vorbis.c

Super easy to integrate. This is single .c library for vorbis.

Thanks, I'll take a look, I had planned on using the default libogg + libvorbis code with my own wrapper, this seems to replace both of those libs.


E: Ok that makes it really simple to support everything except preview. I'll worry about preview later, and maybe modify the code a bit since I don't need to fully decompress the stream to determine the length, but good enough for now.

Post has been edited 1 time(s), last time on Aug 7 2017, 8:04 pm by Suicidal Insanity.




Aug 8 2017, 12:43 am Pr0nogo Post #254



Experienced a crash after saving a map. Can PM you the map in question if it helps. Map saved successfully, opened in SCMDraft and plays in StarCraft without issue. I opened the map, changed the sound file in a transmission to a different file in classic trigedit, and immediately saved, with no other changes.

trigedit dump




Aug 8 2017, 8:50 am Suicidal Insanity Post #255

I see you !

Does it happen every time? Does it happen with the new version from last night? I couldn't reproduce it in a 5 min test during breakfast, will look closer tonight.

E: Figured out what is going on. Surprised the error didn't show up ages ago.

Post has been edited 1 time(s), last time on Aug 8 2017, 6:33 pm by Suicidal Insanity.




Aug 9 2017, 12:05 am Suicidal Insanity Post #256

I see you !

Working on adding brush group's to the brush UI. Previously they were hidden in the brush files, so this is backwards compatible with 0.8.0



If anyone wants to try it, its only available here since its a bit untested: http://www.stormcoast-fortress.net/Irregularies/?action=DownloadAlpha&ID=2017.08.08

For one level, just enter the name to the category dropdown or choose an existing category
For multiple levels, use paths, e.g. 'Jungle\High Ground'.




Aug 10 2017, 12:32 am Suicidal Insanity Post #257

I see you !

New version up with various minor fixes.




Aug 11 2017, 5:06 pm Soul Filcher Post #258



Hi, I used the classic mission briefing in 0.8.0 to add a "send transmission", but it was bugged in game. So I checked it in the code editor and the wav length value at the end of the line was zero, so I copied a value from another send transmission just to see if it would fix the problem, but something got corrupted and now the briefing doesn't even play in game. I tried staredit, the latest SCMDraft 2 but I don't know how to fix this problem. Can anyone help me?



None.

Aug 11 2017, 5:20 pm Pr0nogo Post #259



Classic mission briefings in 0.8.0 were bugged and did what you described. The briefing is set to a human player, right? Consider deleting it and recreating it from scratch in the new version of SCMDraft.




Aug 11 2017, 5:50 pm Soul Filcher Post #260



I really had to make a new one. Thank you.



None.

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No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
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Zoan -- Hey why does Spellsword not work on remastered anytmore?
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Ahli -- just watch a youtube video summarizing most of it, e.g. Rhykker
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Oh_Man -- But omg I hate Twitter so much why not use a different platform that actually has a proper word limit for these kind of discussions....... #fail
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Oh_Man -- Anyone who is interested in ARPG game design this is a must read. Wyatt Cheng from Blizzard went into some juicy gos on the game design decisions of D3 including scrapped mechanics and post launch. Very interesting.
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NudeRaider -- I'm more impressed by the on-the-fly OCR and translate
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