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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Apr 2 2019, 11:01 pm Suicidal Insanity Post #861

I see you !

I don't recall any examples for the damage overlays - a simple 1 unit map and the HP percentages where it breaks would be nice. Or does it randomly break for the same percentage?

Resize - I really don't know anymore, just works for me.

Brush graphic artifacts - More details would be good, the brush graphics are cut off on the map edge for me.




Apr 2 2019, 11:08 pm Suicidal Insanity Post #862

I see you !

Anyways, about to upload a new build with the shift + ctrl mixup fixed, and units / sprites / doodads can now be globally cloaked. I had added the internal option for that back in November when I added global hiding, but never fully implemented it. One less open feature branch =)




Apr 2 2019, 11:50 pm Pr0nogo Post #863



It randomly breaks for the same percentage. May be another one of those cases where units placed by older versions of SCMDraft break in newer builds only, which would make the bug really silly to reproduce. I'll see what I can do for that and the brush artifacting.




Apr 3 2019, 7:18 am Suicidal Insanity Post #864

I see you !

I think it randomly chooses a damage overlay. Maybe something is wrong with that?

E: Found something. If you have a building with multiple large damage overlays, and slowly "healed" it by raising the HPs, it first replaces all large flames with small flames, but then removed all small flames at once instead of just one of em.

Post has been edited 1 time(s), last time on Apr 3 2019, 7:32 pm by Suicidal Insanity.




Apr 3 2019, 8:33 pm Pr0nogo Post #865



Sounds like what I was doing while trying to get the flames to spawn in the first place (which wasn't always happening).

Cloaked sprites/units build is nice, thanks for that. Maybe a quick and dirty temp solution to my problem would be cloaking/hiding all but the active player's units, e.g. if your player menu next to the layer menu displayed 'player 4', only player 4's units would be shown.




Apr 3 2019, 9:12 pm Suicidal Insanity Post #866

I see you !

I actually already have that on my idea list. (So only show current player's units) That may be an option which I reset every time the editor is opened though, otherwise if somebody accidentally enables it and can't find it they'd be lost.

Right now I'm finishing the implementation of allowing collision within unit placement boxes. I still need a better label for that though :(, current labels are:

"Disable Ground Unit Stacking"
"Ignore Building Placement Collisions"
"Allow Ground Unit Stacking"

I don't want to move away from using the term stacking even though it would make it easy to make the options consistent


And also am turning a bunch of menu items to radio menu items.... yay really minor improvements !




Apr 3 2019, 11:59 pm Suicidal Insanity Post #867

I see you !

New build uploaded, with a finished implementation of location name copy paste, including unique name generation.

Also new: place units in the building collision boxes. Finally finished that feature.




Apr 4 2019, 4:54 am Pr0nogo Post #868



Great, thanks for that. While you're on the topic of tooltips, 'AI Towns' has been wrong since it shipped. It should be 'AI Resource Areas' or 'AI Resareas' for short. Towns aren't actually created unless scripts are run.




Apr 4 2019, 7:19 am Suicidal Insanity Post #869

I see you !

I used the name because they are called towns internally, and populated on map load.




Apr 4 2019, 8:07 am Pr0nogo Post #870



Ok. It's not consistent with any of the other modding tools so it's confusing for newcomers atm.




Apr 9 2019, 11:25 pm Suicidal Insanity Post #871

I see you !

Finally finished the code for resizing classic trigedit edit windows - that had been paused since august 2018.

classic trigedit also now re-uses even more scmdraft code. Aim is to be able to add a 'text view' tab to classic trigedit one day once the text generation functions in scmdraft are expanded to be compatible with text trigedit syntax.




Apr 15 2019, 6:12 am Pr0nogo Post #872



Selecting the leftmost edge of maps with nonstandard sizes selects units very far away from the cursor.




Apr 16 2019, 10:34 pm Suicidal Insanity Post #873

I see you !

New build up - scmdraft itself is release candidate status, text trigedit has lots of internal changes to improve performance / parsing (Mostly it is now using shared scmdraft code), I may not include those changes in the release




Yesterday, 11:39 am Pr0nogo Post #874



Thanks for all the maintenance and bug fixes. Latest version hasn't seen any issues crop up yet.

I actually already have that on my idea list. (So only show current player's units) That may be an option which I reset every time the editor is opened though, otherwise if somebody accidentally enables it and can't find it they'd be lost.
Still looking forward to this the most.




Yesterday, 3:51 pm Suicidal Insanity Post #875

I see you !

Anybody have any last minute feedback on (most importantly) fog of war cut/copy/paste, and inclusion of fog of war in the cut/copy/paste layer? Second most important thing is location cut/copy/paste but that I'm fairly confident of working intuitively and correctly.




Today, 1:02 pm Pr0nogo Post #876



As I wrote in the shoutbox, it would be nice to preview fog of war changes made in that layer, since the squares aren't accurate to what we see in-game. Also, switching to another player is a little unintuitive if you're trying to paste the same fog of war for multiple players; currently I have to paste, select the player entry, line it up with the existing fog of war, type the player and place the clipboard.




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[10:34 pm]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: grats on a new release version anyways
And thanks for testing
[10:34 pm]
Suicidal Insanity -- I'm sure I'll come back home tommarow and see a breaking bug :X
[10:29 pm]
Suicidal Insanity -- Anyways waaay to late, I needa be out of the apartment in 7 hours
[10:21 pm]
Suicidal Insanity -- So its doable but very niche
[10:21 pm]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: can you enable minimaps in >256 map sizes or is that not possible? I don't remember what you said when i first requested this feature
The internal buffer is fixed to 128x128, so I'd need to add a new method of skipping tiles when determining the ones that are used in the minimap
[10:20 pm]
Suicidal Insanity -- And there are a number of things I only merged after that but that I may have included in the build, so this list is the stuff that is definitely new
[10:19 pm]
Suicidal Insanity -- Ya the previous release was in july or august
[10:19 pm]
Pr0nogo -- can you enable minimaps in >256 map sizes or is that not possible? I don't remember what you said when i first requested this feature
[10:19 pm]
Pr0nogo -- grats on a new release version anyways
[10:18 pm]
Pr0nogo -- long time ago
Please log in to shout.


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