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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Jun 28 2017, 4:52 am Mimose Post #161



Thats awesome. The dropdowns are now in right place. I still get the riched-error but that doesnt have any influence on my workflow.
<3

Another annotation: I really love that feature for displaying sight/attack range of units - but is it possible to visualize those ranges while placing units?



None.

Jun 28 2017, 4:55 am Pr0nogo Post #162



Weird: Pressing the ctrl key around the same time as I make a selection (drag box, then push ctrl as I release the mouse click) adds the selection instead of making a new one. It wasn't always like this, not sure if this is an intended change.

Bug: Doodad placeability is not shown correctly at any zoom level.



edit: Feature request: Option to cycle cliff and edge tiles, like the ones below.



Post has been edited 2 time(s), last time on Jun 28 2017, 10:20 am by Pr0nogo.




Jun 28 2017, 10:46 am Suicidal Insanity Post #163

I see you !

Mimose: Displaying it for the cursor is somewhere on the list.


Prongo: Right now it checks ctrl + shift state at the end of the selection operation. I may change that in the future, I'm undecided.

You can toggle the cliff and edge tiles using the 'subtile' terrain mode, either for just a single type of terrain or all terrain under the brush.




Jun 29 2017, 2:52 am Pr0nogo Post #164



How do I set the subtile to affect all terrain under the brush? Would be useful for cycling cliff and edge variations to reduce repetition.

Bug: Classic trigger editor occasionally displays briefing-style triggers instead of the correct ones. Not sure what the rhyme or reason is to reproducing this bug, it just happens quite frequently. Closing and reopening the dialog can fix it.



Also, (very) minor nitpick, but the classic trigger editor still says 'STINGRAY CONFIDENTIAL' and the switches still note that 'ALL CHANGES ARE PERMANENT' :lol:

edit: some odd shadow rendering (when copy-pasting especially, but even when deleting and re-placing it sometimes happens)



Post has been edited 1 time(s), last time on Jun 29 2017, 3:43 am by Pr0nogo.




Jun 29 2017, 7:44 am Suicidal Insanity Post #165

I see you !

Subtile: You have to press either shift or control, I don't remember which.


Trigedit: I wonder how I managed to break that, I was porting the code to use the new internal string interface and switch renaming data manager.... yay. Should be a trivial fix tonight or tommarow.


I think the shadow bug happens for terran buildings that have a lift off / land animation, sometimes it keeps the offset for floating buildings since it runs the liftoff/land animation when the buildings are created to connect addons.




Jun 29 2017, 7:44 am Mimose Post #166



I have a maybe bit complicated question about terrain editing:
To fizzle the right tiles next to each other so that they fit is sometimes a pain. Is it it anyhow possible to display possible fitting tiles? Im not sure how it works but im pretty sure that there are some conditions to get known of the "right neighbour" tiles (so there is it even possible to use the "isometrical"-brush). I'm not sure how to use the "subtile"-brush (I only get 4x4 black squares displayed in window) - maybe the solution is somewhere hidden there? SI mentioned the subtile brush before but i really dont get how to make use of it...
Hope its clear what im talking about :unsure:

E: ok I figured out how those subtile is working: clicking on a tile while pressing ctrl gives a palette of subtiles (thx to SI)



None.

Jun 29 2017, 5:14 pm Suicidal Insanity Post #167

I see you !

Ctrl click in any simple terrain mode will update the terrain brush to use the terrain type under the cursor, not just in subtile mode. In subtile mode it will then display all 16 variations of the active terrain type. Placing terrain will update only that type of terrain, unless you place shift, then it updates all types.



E: classic trigedit bug fixed.

Post has been edited 1 time(s), last time on Jun 29 2017, 6:38 pm by Suicidal Insanity.




Jun 29 2017, 11:20 pm Pr0nogo Post #168



Feature request: Option to preview sounds in classic trigedit when using play wav and transmission trigger actions (apparently a StarEdit feature?)

Bug: Classic briefings use classic trigedit tools (may have been fixed with you fixing the other issue)




Jun 29 2017, 11:48 pm Suicidal Insanity Post #169

I see you !

Didn't even know you could do that in staredit, but its been years and years since I've used that for serious mapping. Probably wouldn't be that hard to add when I port classic trigedit to Unicode.

Both classic trigedit and briefings had their type randomly set to each other, I'm gonna upload the fixed build in a sec. (And also fixed the doodad terrain display, divided by pixel tile size twice....)

Post has been edited 1 time(s), last time on Jun 30 2017, 12:06 am by Suicidal Insanity.




Jun 30 2017, 12:23 am Pr0nogo Post #170



Good work. I'll test it out and let you know if I run into any more problems.

Looking forward to more updates! Thanks again for all your hard work.




Jul 1 2017, 7:03 am Pr0nogo Post #171



Hey SI, not sure if this is user error or a problem with the program, but pure sprites placed in SCMDraft don't appear in-game. Do I have to tick an option or something?

fixed, was my error

Post has been edited 1 time(s), last time on Jul 1 2017, 10:14 pm by Pr0nogo.




Jul 1 2017, 10:15 pm Pr0nogo Post #172



Upon saving a new document (or saving a document as a new document), the filepath does not change.






Jul 2 2017, 2:56 am Suicidal Insanity Post #173

I see you !

Working on pathfinding data display:






Jul 2 2017, 2:58 am Pr0nogo Post #174



That looks very promising SI! Really good work.




Jul 2 2017, 10:37 am Mimose Post #175



Working on pathfinding data display
boah... very cool!

Encountered strange issue when creating new trigger in classic trigedit. After choosing the player at Death-Condidtion the content changes to following:

When i start choosing from the right to the left this bug does not occure.
It happens when choosing AllPlayers, Allies, Current Player, Foes, Force 1-4, Neutral Players, Non-Allied Victory PLayer, Unknown 23-25. Player 1-12 and Neutral are the only where it doesnt happen,



None.

Jul 2 2017, 11:01 am Suicidal Insanity Post #176

I see you !

That is the EUD trigger autodetection. I will change it to only trigger if you are not using one of the special player groups.
E: Will be fixed in the next version.

E2: Caption update for new maps also fixed.

E3: And hopefully the red lines no longer stay on screen.

E4: Hacked fix for the shadows for now, needs a better fix.

E5: And uploaded !

Post has been edited 5 time(s), last time on Jul 2 2017, 9:19 pm by Suicidal Insanity.




Jul 3 2017, 8:35 am Mimose Post #177



Ok great to know that this a wanted feature :D
Now i encountered an issue with the Trigedit+ - plugin:
When I open Trigedit++ is somehow messes up the code:

Some triggers are missing "Trigger {" thats really annoying cause when i change something in the code and want to compile it gives me an error message for each missing stringline.
In 0.8. the triggers are shown correctly:

Issue occurs with Trigedit+ 0.06 and 0.084.1



None.

Jul 3 2017, 9:08 am Suicidal Insanity Post #178

I see you !

Trigedit++ isn't from me, it may be some sideeffect of changing compiler version (yay no more 2003 compiler) or updating code. Not sure how easy that will be to figure out. If you can send me a map with as few triggers as possible that causes it it would help/ (Ideally 1-3 triggers)




Jul 8 2017, 8:56 pm Pr0nogo Post #179



Trigedit crashdump when changing trigger ownership from multiple players to one player.




Jul 9 2017, 8:31 pm Suicidal Insanity Post #180

I see you !

Mimose: Is it missing all triggers that have a blank comment? I'll add a hack to return empty strings for those in the version I'm uploading in a bit, let me know if it helps.

E: New version only, includes overlays in the terrain palette, potential fix for the trigedit++ problem (Let me know if it works !), and potential fix for prongo's crash (not really sure about that though)

Post has been edited 1 time(s), last time on Jul 9 2017, 9:23 pm by Suicidal Insanity.




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[10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[09:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[05:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[05:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: 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..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[05:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[05:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[03:19 pm]
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..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
[2022-5-23. : 12:19 am]
Oh_Man -- Did martiss' link not work?
[2022-5-22. : 8:11 pm]
Zoan -- Also my KOTK maps all have the nooks and crannies issue when they didn't before; what changed?
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