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  

Oct 10 2019, 12:59 pm Oh_Man Post #1061

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

https://i.imgur.com/eQF6jI0.png

What am I missing here? Still says i'm at 92.6% used. Wow, I can't believe the order of magnitude size increase we're getting. from 0.06megabytes to FOUR GIGABYTES




Oct 10 2019, 2:14 pm IlyaSnopchenko Post #1062

The Curious

Doesn't it only kick in when you overrun the (old) limit?



Who am I, and why should I care?

Oct 10 2019, 8:03 pm Suicidal Insanity Post #1063

I see you !

The display in the string editor only kicks in when its over the limit (Since it currently doesn't know what format the map is/will be saved in), the new format kicks in as soon as you save in SCR compatible map format.




Oct 11 2019, 4:49 am Oh_Man Post #1064

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

Did Blizz announce this change anywhere or was it like a hidden update?




Oct 11 2019, 10:27 am Oh_Man Post #1065

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



It's no longer giving me percentage but it is still saying my cap is 1877 strings. I'm gonna assume this is like a visual error.

HELL YES 4GB STRINGS GET HYYYYYYYYYYYPE!




Oct 11 2019, 10:54 am Suicidal Insanity Post #1066

I see you !

It was in the 1.23.1 patchnotes

That cap is the maximum number of strings in the current string table - it is expanded on the fly though nowadays so its not that meaningful. Maybe that should be changed / removed to just saying how many strings are in use.




Oct 15 2019, 8:53 pm Suicidal Insanity Post #1067

I see you !

FYI: traveling the next two weeks with limited internet access.




Oct 20 2019, 10:41 am GGmano Post #1068



I found that it only shows colour on inverted locations above locid65. So its Hard to see if location 2 is inverted or not maybe can fix. Thanks for good program i love it



Trust is everything

Nov 1 2019, 7:03 pm Suicidal Insanity Post #1069

I see you !

It looks like the location is just covered by so many other locations that the red shading no longer is visible.




Nov 6 2019, 7:27 am Arta(M) Post #1070

wut's tis


Could you hide color codes in unit name? IIRC older version of SCMD had this feature, for better unit name completion.



maintaining euddraft and eudplib.
Armo#6637 at Discord :teehee:

Nov 6 2019, 7:41 am jjf28 Post #1071

Cartography Artisan

Hiding seems like a recipe for confusion, but smarter suggestions (e.g. ignoring color codes for search) would be nice



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

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

Nov 6 2019, 7:36 pm Ultraviolet Post #1072



Quote from Arta(M)

Could you hide color codes in unit name? IIRC older version of SCMD had this feature, for better unit name completion.

Quote from jjf28
Hiding seems like a recipe for confusion, but smarter suggestions (e.g. ignoring color codes for search) would be nice

I can certainly agree that a better implementation of finding unit names with colors in them would be helpful. Currently for early development, I've refrained from using any color codes in the beginning of unit names so that searching for them is easier when making triggers. Making unit name searches work similarly to the way they work in EUD Editor 2 would be awesome. For example, if searching for Zerg Mutalisk you can simply search for muta and it will come up because it searches the whole name rather than just the beginning of the name. It also allows you to search both by the custom unit name and the original unit name.




Nov 20 2019, 1:44 pm GGmano Post #1073



Is it possibel we can have locations abit Like inverted where its outside of the location. If i understand inverted locations right its if both sides of a unit is outside of the inverted location. Maybe im wrong and inverted locations is as I need. I need a location where its outside of an center box.

Can anyone explain how an inverted location works?

Why is the updated scmd2 without trigger editor?



Trust is everything

Nov 20 2019, 6:35 pm Suicidal Insanity Post #1074

I see you !

It should have both classic and text trigedit included.




Nov 20 2019, 7:01 pm GGmano Post #1075



It should have both classic and text trigedit included.

Weird its v. 09,09 i got i think is that the newest? It dosent include text editor maybe just me Who cant find its moved to another option? Ill take a screen shot for You. Weird i found it same spot as usual now i must have looked wrong.

Can Anyone explain to me how inverted locations work? To detect a unit in an inverted location the unit must be outside both borders of the inverted location?

Or is it enough if units is completely out of the borders on an inverted location?
If i get it right a unit needs to touch All borders in an inverted location.
If thats the case i could wish for out of the box locations in scmd2 i would Like that if possibel to detect if a unit is outside of a location.

Post has been edited 5 time(s), last time on Nov 20 2019, 9:15 pm by GGmano.



Trust is everything

Nov 21 2019, 1:15 pm Arta(M) Post #1076

wut's tis

Quote from GGmano
Is it possibel we can have locations abit Like inverted where its outside of the location. If i understand inverted locations right its if both sides of a unit is outside of the inverted location. Maybe im wrong and inverted locations is as I need. I need a location where its outside of an center box.

Can anyone explain how an inverted location works?

Why is the updated scmd2 without trigger editor?

To evaluate Bring as True, All 4 must be met;
Unit's left margin < Location's right margin
Unit's top margin < Location's buttom margin
Unit's right margin > Location's left margin
Unit's buttom margin > Location's top margin
(Unlike math, y increases when go down.)

Inverted Location works as same as normal one.
When Location's all 4 margins are inverted, unit should contains inverted location to make Bring True.
┌ Unit ┐
│ㅁ <---- inverted location
└───┘



maintaining euddraft and eudplib.
Armo#6637 at Discord :teehee:

Nov 21 2019, 7:15 pm GGmano Post #1077



Cool Thanks than i got it right. Than it could be cool if scmd2 could do some out of location types to detect if a unit is outside a location. I dont know if can add such types of locations but could b cool



Trust is everything

Nov 21 2019, 8:13 pm Suicidal Insanity Post #1078

I see you !

We're limited by the SC engine, and can abuse oversights in the optimizations in the engine to get inverted locations. Unfortunately without new features that is it.




Nov 21 2019, 10:00 pm MTiger156 Post #1079

Veteran Mapper

Quote from GGmano
Cool Thanks than i got it right. Than it could be cool if scmd2 could do some out of location types to detect if a unit is outside a location. I dont know if can add such types of locations but could b cool

That's a rather simple trick in my opinion. Basic applications of this only require 2 conditions (most effective when tracking unit(s) of a unique type):
-Player commands atleast 1 of unit
-Player brings exactly 0 of unit to location

In order to apply this onto a multitude of units of same/mixed type, the method requires knowing the total count of units on the map (or just the general area of where the units are expected to be).
For EXACTLY # of units outside location:
-Player commands exactly (total) of unit
-Player brings EXACTLY (total - #) of unit to location

For ATLEAST # of units outside location:
-Player commands exactly (total) of unit
-Player brings ATMOST (total - #) of unit to location

For ATMOST # of units outside location:
-Player commands exactly (total) of unit
-Player brings ATLEAST (total - #) of unit to location

Edit: The top conditions aren't actually required, but I implement it that way as extra precision.




Nov 22 2019, 7:44 am GGmano Post #1080



Quote from MTiger156


That's a rather simple trick in my opinion. Basic applications of this only require 2 conditions (most effective when tracking unit(s) of a unique type):
-Player commands atleast 1 of unit
-Player brings exactly 0 of unit to location

In order to apply this onto a multitude of units of same/mixed type, the method requires knowing the total count of units on the map (or just the general area of where the units are expected to be).
For EXACTLY # of units outside location:
-Player commands exactly (total) of unit
-Player brings EXACTLY (total - #) of unit to location

For ATLEAST # of units outside location:
-Player commands exactly (total) of unit
-Player brings ATMOST (total - #) of unit to location

For ATMOST # of units outside location:
-Player commands exactly (total) of unit
-Player brings ATLEAST (total - #) of unit to location

Edit: The top conditions aren't actually required, but I implement it that way as extra precision.

Yea its easy to detect if 1 unit is out side a location if 2 units of a type and 1 unit is in a location. But to center 2 locations on 2 of same unit is Harder if You can't give the one of em units to another player and back. Been trying with given the unit back and forth to other player while center the second location when the one unit is other player but it ruined the order of the unit.



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