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
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May 16 2017, 6:08 am Pr0nogo Post #61



I'll test it on the new version when you release it. However, it happens on every map I've worked on for a good year or so now.




May 16 2017, 8:02 am Lanthanide Post #62



I've had that no-location-name problem with some version of scmdraft in the past too (not sure precisely which one). Would have been on either Windows Vista or 7.

Just out of interest, is scmdraft named after puddraft?



None.

May 16 2017, 8:12 am Suicidal Insanity Post #63

I see you !

Added access to the current build here.



Lanthanide: Almost every modding tool that came out back when I originally made scmdraft was named either XYZ draft or XYZ graft, and most of us hung out on IRC together. So only indirectly.




May 16 2017, 10:27 am Pr0nogo Post #64



Crash looks to be resolved. Despite my user profile disabling backups, a backup is still being saved to the directory I placed the program and plugin folder in. Is that supposed to happen?




May 17 2017, 6:08 pm Suicidal Insanity Post #65

I see you !

Isn't supposed to, but autosave was always autosaving to the backup database, instead of overwriting the current open map if you had the backup DB disabled.




May 17 2017, 7:11 pm Pauper Post #66



SI, I verified that I have the option to show the location names. I've disabled/enabled it and the locations still don't appear. Remember that I mentioned to you that I get a .dll error when I hope the application? Could it be that whatever you use to do that relies on that dll file?

Windows 10 Home/Pro/Enterprise x64 (tested on multiple systems)




May 17 2017, 7:19 pm Suicidal Insanity Post #67

I see you !

The DLL is just used by trigedit. Does it still happen with the version linked in this thread?




May 18 2017, 2:52 am ihjel Post #68



Some issues:
  • Tileset index doesn't show up!
  • In the new version on some maps scmdraft doesn't update the minimap. (Maps with null tiles?). Example: http://www.staredit.net/sc1db/file/24/ Screenshot: https://my.mixtape.moe/ulrwpd.png
  • In 0.9.0 Trigedit seems unable to handle negative numbers. They all get converted to 2147483647. In 0.8.0 trigedit would sometimes refuse to compile. In Classic Map Triggers negative numbers will show as such but you can not type in the minus sign. You can paste it in. In 0.8.0 you could also type/insert as positive numbers (i.e. 4294967272 -> -24) but in 0.9.0 it gets converted to 2147483647.
  • 0.9.0 will sometimes not show profiles properly. Initially it showed my old profiles but then it only shows "default" however when I tried to add a new one with the same name as an old profile it said that one with that already existed, then after having opened 0.8.0 to see if they were gone there as well which they weren't they returned in 0.9.0. Weird.
  • In installation terrain, buildability doesn't show correctly. The mask (in 0.8.0) shows correctly but actual placeability is opposite of how it works in game. Screnshots: https://my.mixtape.moe/ulrwpd.png https://my.mixtape.moe/cdgzhq.png
  • Also note that beacons and start locations are supposed to placeable despite unbuildability, I don't know if this is a special flag or hardcoded into staredit? (Maybe it's the "building" group flag in units.dat making the differnce?). "Deprecated (0x0001)" seem to be the only flag that's different between unbuildable and buildable substructure tiles, so perhaps it's not deprecated?
  • Also scmdraft used to show unplaceable terrain with a dark mask when placing a unit? Is there a new option I'm missing?
  • When copy-pasting terrain and units, units wont placed if the terrain you are pasting over is unwalkable/unbuildable.
  • Is Classic Trigedit stil supposed to say "(STINGRAY CONFIDENTIAL)"?

As for terrain requests .
  • Option to show tile number on the tiles. Like in starcraft beta debug mode: https://youtu.be/kWEE_b8Xduo?t=7m40s
  • Option to show proporties of selected tile in tile index window.
  • Support for placing extended tiles by inputing tile number. http://www.staredit.net/sc1db/file/24/ apparently has extended tiles that are walkable null tiles in installation, scmdraft is unable to render it.


Post has been edited 2 time(s), last time on May 18 2017, 3:24 am by ihjel.



None.

May 18 2017, 8:57 am Suicidal Insanity Post #69

I see you !

Tileset index doesn't show up! <- Do you mean the terrain palette? You can open that from the 'windows' menu.


Negative numbers: text trigedit or classic? I haven't touched the code for text trigedit yet, but it may have always been wrong.

Installation has an extra 'special building buildable' flag that is combined with the normal buildable flag for the display.

Also scmdraft used to show unplaceable terrain with a dark mask when placing a unit? Is there a new option I'm missing? <- If you have custom overlays on, then it will use your custom settings instead of the automatic ones. If you have automatic settings on this should still happen.



Will look into these and the others tonight.




May 20 2017, 11:20 pm Excalibur Post #70

The sword and the faith

Request: When making a new map from scratch in SCMD and selecting one of the melee profiles, make the default race for players 1-8 User Select. This automatically selects random when players join the lobby and would help when making melees as well as being more consistent to maps made in regular StarEdit.




SEN Global Moderator and Resident Zealot
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May 21 2017, 6:44 pm Suicidal Insanity Post #71

I see you !

I can do that. I thought staredit sets terran / zerg / protoss for every 3 players though.




May 23 2017, 8:37 am Freakling Post #72

*sluuuuuuuuuuuuuuuuuurp!* Melee Map Maker

If you are going to change this, make the default for x players + observers profiles: players 1...x user selectable, observer players cycle through races.



None.

May 27 2017, 3:42 am xena326 Post #73



Please put this feature

1st floor 2nd floor Distinction

EDIT:
Please add symmetry

Rotation, diagonal, ...

EDIT2:
Custom Terrain

Is it impossible?

Attachments:
1.png
Hits: 10 Size: 186.96kb

Post has been edited 4 time(s), last time on May 27 2017, 9:40 am by NudeRaider. Reason: edit instead of reposting - attachments need to be readded, pref



None.

May 27 2017, 12:53 pm Suicidal Insanity Post #74

I see you !

Quote from xena326
Please put this feature

1st floor 2nd floor Distinction

Take a look at 'overlay settings' (under the minimap) => [micro]tile overlay => height

Example image: (6)Acropolis.gif




May 28 2017, 12:42 am iCCup.xboi209 Post #75



Will scmdraft be open sourced?




May 28 2017, 2:49 am trgk Post #76



Some suggestions Here. (google translate it!)



EUD

May 28 2017, 9:11 am Suicidal Insanity Post #77

I see you !

Quote from iCCup.xboi209
Will scmdraft be open sourced?
Unlikely

Quote from trgk
Some suggestions Here. (google translate it!)
Will take a look. Can I PM you questions if something isn't clear?




May 28 2017, 12:38 pm Suicidal Insanity Post #78

I see you !

Quote from xena326
EDIT:
EDIT2:
Custom Terrain

Is it impossible?


Is this what you mean by custom terrain?





May 28 2017, 11:55 pm trgk Post #79



Quote from trgk
Some suggestions Here. (google translate it!)
Will take a look. Can I PM you questions if something isn't clear?

Yeah, sure.



EUD

May 29 2017, 11:13 pm Suicidal Insanity Post #80

I see you !

New version available here, with completely overhauled unit code. Hopefully I didn't break anything major.




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[05:43 pm]
Zoan -- idk
[05:43 pm]
Zoan -- At least you can set the hp and build time of terran buildings so that repair never actually conteracts their hp loss while on fire..
[05:42 pm]
Zoan -- also I think you can set the hp and build time of a building so that it literally will never complete it's build, iirc.
[05:41 pm]
Zoan -- maybe if they're allied to all other players, so they don't try to do something like attack with their scv I guess.
[05:40 pm]
Zoan -- so like disable all buildings but two. I mean what else is the computer player gonna do, won't they necessarily just buiild whatever they can?
[05:38 pm]
Zoan -- maybe you could have two types of buildings, one that costs gas and one that costs minerals, and then alternate the computer player having gas and minerals.
[05:37 pm]
Zoan -- ez
[05:36 pm]
Zoan -- I guess terran buildings would be easy. Just disable all buildings except one and then have a computer player with an scv or something in a corner of the map and run an ai script for that player. You would probably want to not use that player for anything else though.
[12:33 pm]
Suicidal Insanity -- feasible is a great wor for stuff like that xD
[06:30 am]
Ultraviolet -- :lol:
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