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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Jul 18 2019, 4:01 pm IlyaSnopchenko Post #961

The Curious

Thanks. Also please check these two things: Enter doesn't work in trigger Text View mode to add a line (though I can type, and copy / paste), and I've also noticed inconsistent keystroke behaviour: Ctrl+A works for selecting all text in - say - Location name box but doesn't in a string editor (editing whichever string in triggers).

As luck would have it, I've been on a binge of mission building these two days so I can provide some feedback. :) Maybe I'll find something else. I can understand the pressure being on you due to the honor bestowed upon you by Blizzard (and I'm not sarcastic).



Who am I, and why should I care?

Jul 18 2019, 4:17 pm Suicidal Insanity Post #962

I see you !

Very happy for all feedback and bug reports - worst thing that can happen is something major sneaks into the next release. (Although right now due to 1.23 everybody has to use the alphas :/ )




Jul 18 2019, 6:40 pm IlyaSnopchenko Post #963

The Curious

Yeah, 1.23 probably takes the crown for the most unexpected and left field SC patch so far. I mean... cartoon skins, really? 86ing StarEdit? Ditching MPQs? Someone at Blizzard must've been in magic shrooms lately. :)



Who am I, and why should I care?

Jul 18 2019, 7:45 pm Suicidal Insanity Post #964

I see you !

Workaround for enter is to use ctrl+enter. Next build will have that fixed. Also string referencing in the text field may be wonky - also improved that for tonight's release.

I still can't reproduce the comment corruption, with really really long comments. Also your test map is a jpg.



I did have some advance notice on the MPQs being removed, however I didn't know about changes to the folder structure until the day before the patch, and I use starcraft.exe to figure out the game version :/

The MPQs only existed for staredit / scmdraft ever since SC:R came out.


E: New build is up, supports enter and tab in text triggers, changes error display to a short list at the bottom of the window.

Post has been edited 2 time(s), last time on Jul 18 2019, 9:35 pm by Suicidal Insanity.




Jul 18 2019, 10:49 pm IlyaSnopchenko Post #965

The Curious

Right, I didn't even save it, just grabbed a quick screenshot and was done with it. Actually if I'm the only one ever seeing it it may well be a fluke, maybe something related to my system locale and whatnot. If nobody else is getting this it may not matter at all.



Who am I, and why should I care?

Jul 18 2019, 11:28 pm Pr0nogo Post #966



Just PM him your map dude




Jul 19 2019, 12:19 pm Wormer Post #967



Few minor things. It still doesn't allow for adding new lines with just enter in the new text trigger view, or is it just me?

Can you add line numbers for trigger view? Can you add horizontal scroll bar?

Switch rename window header missing space before opening bracket.

The new map doesn't populate properties data upon creation which is visible when switching to properties tab of text trigedit.

ALSO: "Anywhere" is an "Unused location (64)" in text trigger view. Text trigedit is OK in this regard.

Post has been edited 1 time(s), last time on Jul 19 2019, 12:26 pm by Wormer.



Some.

Jul 19 2019, 10:24 pm Suicidal Insanity Post #968

I see you !

Location bug was important - it had offset the location names by one when checking if they exist. Fixed now, thanks!

More once I caught up on sleep

Post has been edited 1 time(s), last time on Jul 20 2019, 8:43 pm by Suicidal Insanity.




Jul 21 2019, 8:37 pm IlyaSnopchenko Post #969

The Curious

Another thing I noticed: when I've pasted trigger code (from another trigger) into Text View and pressed Apply Changes, the comment text for that trigger goes blank. This happens every time I do this (and is mildly annoying because most time I don't remember to copy the comment text to clipboard before committing the changes).




Jul 21 2019, 9:06 pm Suicidal Insanity Post #970

I see you !

I fixed that yesterday or day before yesterday - update and let me know if that still occurs.




Jul 22 2019, 9:50 am IlyaSnopchenko Post #971

The Curious

No, it apparently went away. :) I was confused because the build listed on the downloads page hasn't changed, though when I downloaded the archive and pasted the new executable over the old one, it was different (and newer).
A few other minor things. None of these are really handicapping the experience, just maybe a food for though:

- Create New Map dialogue can't be cancelled by pressing ESC the first time you launch the editor. Oddly it goes away after you have created a map once during the lifespan of the program session. Once you close it and run it again the issue appears again.

- Player 7 is listed as player 007 in Upgrades and Tech settings but not in Unit settings (I get the reference but maybe it should be consistent then :))

- Changes to all the tabs in Map settings are committed instantly, there is no Cancel / OK buttons. I know it's been this way for awhile but did you consider making it more traditional? (If you say it's fine the way it is, I'll be totally fine with it, just asking)

- In the String editor, the bottom right box (saying where a string is used) scroll position is updated every time you choose a different string. It may not be convenient to re-scroll it every time. Can you make it larger so that the entire list fits on one screen, or have the scroll position stay put? Note: I have a 1366*768 monitor (laptop) so maybe it's not noticeable on larger desktop screens.

- When adding custom MPQs do I have to add all of the (previously required) files - stardat.mpq, broodat.mpq, and then my own? Because when I tried cobbling together a small MPQ with arr\, rez\ and scripts\ data for my mod, since it's becoming a little difficult to keep track of what unused unit I'm using where, the editor gave me an error message.

- When I'm toggling unit display status between "Display" and "Cloak", not all units are affected by this until I rescroll the main window (see the attached screenshot: the Barracks, the SCV and the Goliaths remain cloaked while the Marines, Medics and Missile Turrets do not). Same goes for doodads in some cases.

- Maybe shorten Display options menu name to just Display?

- Maybe make minimap scale with the size of the left-hand column?

- Maybe - if possible - add the action name to Undo / Redo menu items in Edit menu so that the user sees just what exactly he's going to undo / redo? Just like they did it in MS Word.

Attachments:
editor-visuals-cloaking.JPG
Hits: 2 Size: 338.05kb

Post has been edited 4 time(s), last time on Jul 22 2019, 10:00 am by IlyaSnopchenko.



Who am I, and why should I care?

Jul 22 2019, 10:03 am Suicidal Insanity Post #972

I see you !

Quick answer - most of the things I will need to verify at home

I removed the older build from the download list (due to that bug) and added the one with the fix - but I am fairly sure I updated the date.

Custom MPQs: Ya you need to add the 3 or 4 (depending on new ramp) MPQs first before adding your override MPQ.

The minimap should scale with the size of the left column. However I think it only scales to multiples of 128 pixels.




Jul 22 2019, 10:31 am IlyaSnopchenko Post #973

The Curious

Hmm... yes the minimap scales but it just gets very coarse, no real use for that over just using an unscaled one.

I think I've lost the patch_ed.mpq with the upgrade so I guess I'll just skip the custom MPQs altogether, I'm already too hung up on using the new ramps anyway. :(

Which brings me to a question: I know Staredit used to reset damage values to 0 if you edited a unit that had its weapons changed around. In SCMDraft, if I'm editing the stats of a unit that will have a different weapon in the mod, do I have to find and edit the stats for a unit that weapon belonged to originally? And can I safely edit other stats like build cost without fear of ruining the weapon data?

In practice, that's what I have: in my mod I'm utilizing the Arcturus Mengsk unit which normally doesn't have a separate weapon set (uses the one from Norad 2). I gave it the weapon set from Artanis unit (which, in turn, got a different weapon as it was edited heavily). Do I have to edit weapons for Artanis unit to have it have effect if I'm editing the map with just the default data running, no mod?



Who am I, and why should I care?

Jul 22 2019, 12:54 pm Suicidal Insanity Post #974

I see you !

ScmDraft uses the SC data to figure out which weapon belongs to which unit, so you should use the mod if possible.


In theory scmdraft could mix and match CASC and MPQ data - but its such a niche use case its not really worth the time :/

Post has been edited 1 time(s), last time on Jul 22 2019, 1:04 pm by Suicidal Insanity.




Jul 22 2019, 7:56 pm Suicidal Insanity Post #975

I see you !

- Fixed create new map dialog, it didn't have keyboard focus, required clicking on it once to make escape work (Or having a map open - then it was activated indirectly)

- Right now I don't think adding Ok/Cancel/Apply to map settings should have a high priority. Maybe one day.

- I changed the string editor to not display entries with 0 references - that should work even better

- Cloaking: I probably need your mod in order to reproduce, since those units cannot cloak by default.

- Undo/Redo is possible, but not really something I want to spend time on now.




Jul 22 2019, 9:10 pm IlyaSnopchenko Post #976

The Curious

Erm... none of my units are cloaking (at least none of those that shouldn't), and even if they had, remember I wasn't able to use the editor with a mod anyway. :) I was talking about the display option (see screenshot) and it happens with any map I open (tried a random Blizzard multiplayer map and it's the same). Not much of a problem for me as I've only just discovered this option while looking for things to "beta test". :)

Attachments:
editor-visuals-cloaking2.jpg
Hits: 4 Size: 390.07kb



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Jul 22 2019, 10:00 pm Suicidal Insanity Post #977

I see you !

Ohh, I thought you were setting it in unit settings




Jul 23 2019, 7:39 am Suicidal Insanity Post #978

I see you !

New release is out !




Jul 23 2019, 8:57 am IlyaSnopchenko Post #979

The Curious

Hmm... seems I can't replace the old EXE with the new for some reason, as though the program remains in memory after being closed, even though it's not on the process list.

By the way, chatting with a fellow modder here made me think... are you by any chance going to implement MUI for the editor one day? :)



Who am I, and why should I care?

Jul 24 2019, 9:42 am Suicidal Insanity Post #980

I see you !

Maybe your antivirus? It shouldn't be in memory if it is not in the process list.

MUI - you mean collaborative mapping? I don't really have plans for that.




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[07:15 am]
IlyaSnopchenko -- Or was it a switch :)
[06:59 am]
IlyaSnopchenko -- But I need to do more work on the system to make it look better (hard to explain without showing the map and explaining precisely what i added them for)
[06:57 am]
IlyaSnopchenko -- I've added set death hypertriggers
[2019-8-25. : 4:02 am]
Pr0nogo -- single frame hypers with a simple line of code without using EUDs imo
[2019-8-24. : 11:01 pm]
Suicidal Insanity -- They never go to bed on time
[2019-8-24. : 9:49 pm]
NudeRaider -- But why would you even want to do that? Hypers have almost no downsides.
[2019-8-24. : 9:49 pm]
NudeRaider -- IlyaSnopchenko
IlyaSnopchenko shouted: A stupid question: can I run hypertriggers for just one phase in the map, not all of it (I know I can... just wanting to know if there are any caveats)
you can, but you'd need to run switched hypers. Classic hypers can't be stopped afaik.
[2019-8-24. : 4:42 pm]
TF- -- It should be fine
[2019-8-24. : 3:41 pm]
IlyaSnopchenko -- Is that a yea or nay? :)))
[2019-8-24. : 3:36 pm]
TF- -- 🤙🏾
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