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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Feb 8 2020, 4:03 pm IlyaSnopchenko Post #1101

The Curious

You could open the debug console, it should display more low level errors.
Yeah. Here's what I gots.

Attachments:
terran01-debug.txt
Hits: 1 Size: 9.29kb



Who am I, and why should I care?

Feb 9 2020, 11:45 am Suicidal Insanity Post #1102

I see you !

Ok, the map is using the extended string table, so make sure you are using one of the two newest daily builds.




Feb 9 2020, 12:56 pm IlyaSnopchenko Post #1103

The Curious

Ok, the map is using the extended string table, so make sure you are using one of the two newest daily builds.
And why does it? Last I checked the usual string limit was nowhere near filled (even now the editor reports it at 57.7%).

Besides, I had issues with some triggers refusing to run despite there having been no space for error in the conditions (it was a simple bring at location condition which didn't seem to fire for some reason, stalling the whole map where it used to run smoothly. Can it be connected?)



Who am I, and why should I care?

Feb 9 2020, 3:21 pm Suicidal Insanity Post #1104

I see you !

I think it does it by default for SCR maps.

No idea whats up with the triggers. I doubt that it connected.




Feb 9 2020, 6:17 pm IlyaSnopchenko Post #1105

The Curious

I'm confused. What's the difference between the SCR maps?
Dunno what I'd have to do with the triggers, though. Can a map become corrupted so that some of the triggers stop running altogether?



Who am I, and why should I care?

Feb 9 2020, 9:01 pm Suicidal Insanity Post #1106

I see you !

Not sure what you mean. SCR map format -> allows new doodads, uses extended strings. Non-SCR map format: no new doodads, no extended strings.

I haven't heard of map's being corrupted in such a way. Either they load or they do not load in game.




Feb 10 2020, 12:28 pm IlyaSnopchenko Post #1107

The Curious

I see. Doesn't explain why other maps with SCR doodads were able to be opened with the same build, but oh well. I wasn't aware that the extended strings are turned on automatically, even before the regular 64KB limit is reached.

I'll look into the trigger problems separately.



Who am I, and why should I care?

Feb 10 2020, 7:19 pm Suicidal Insanity Post #1108

I see you !

Only the latest two dailies support the extended strings. Possibly that is why.




Feb 26 2020, 12:09 am DarkenedFantasies Post #1109

Roy's Secret Service

Downloaded version 2020.02.12(W) yesterday and a fair amount of trigger properties now show as "invalid". For example Invalid order, Invalid ally type, Invalid scoretype. This is only a cosmetic issue in the main Classic Trigedit screen, not specific to any map, profile, or starcraft installation.




Feb 26 2020, 8:07 pm Suicidal Insanity Post #1110

I see you !

Ok, good to know. I was trying to unify text resources for classic and text trigedit and something may have gone wrong.




Feb 27 2020, 3:50 pm NudeRaider Post #1111

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Is that correct?

Quote from πŸ—‘β™˜β„­π”¬π”¬π”©-π”Žπ”«i𝔀π”₯π”±β™ž βš”Today at 6:48 AM
as far I know, any new maps, made using any newest versions of SCMDraft, is only going to be working on SC:R versions ++ moving forward.





Feb 28 2020, 12:36 am Suicidal Insanity Post #1112

I see you !

No. If you use SC:R doodads or more than 65kbyte string data then it will require SC:R, otherwise it will store it in 1.00 / 1.04 compatible formats depending on what features you used.




Feb 28 2020, 2:13 pm NudeRaider Post #1113

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

how does it work with other extended limits like units and sprites?




Feb 28 2020, 11:22 pm Suicidal Insanity Post #1114

I see you !

That doesn't depend on the map format, that depends on the options you choose when hosting the map. So I can't influence that.




Mar 2 2020, 9:15 am Tassaar930 Post #1115



Think I found a bug (with custom brushes)

Any brush saved with old version of SCM Draft (I used 0.8) will function normally in 0.9.10 and 0.9.11 brush palette (explanation of what "normally" is is to follow)

Any brush saved with newer version of SCM Draft, will be shaded over in brush palette as if there was fog of war over it (this is what I mean by not normal), and in addition, the Layer selection will change from Terrain to Cut/Copy/Paste (using a brush created with 0.8.0 SCM Draft will not change the Layer selection at all).

Brushes of different versions may be mixed in the same brush file. Saving the brush using either copy/cut/paste OR terrain brush in 0.8.0 does not alter the outcome - they both are the same.

Edit: brush file with both fogged and un-fogged brushes uploaded

Attachments:
custom_brush_file1.scmdbrh
Hits: 0 Size: 16.15kb

Post has been edited 2 time(s), last time on Mar 2 2020, 11:30 am by Tassaar930. Reason: forgot to attach



None.

Mar 2 2020, 9:08 pm Suicidal Insanity Post #1116

I see you !

The newer brushes include fog of war. When pasting it you can disable it be clicked the corresponding checkbox.




Mar 3 2020, 9:05 am Tassaar930 Post #1117





That's the checkbox you're talking about right? Even when I have it off, the brush in the palette window is still shaded over

Edit: I'm being dumb - nvm

Edit Edit: Could you make ticking/unticking the checkbox apply the changes to the Brush Palette window as well?

Post has been edited 1 time(s), last time on Mar 3 2020, 9:10 am by Tassaar930.



None.

Mar 24 2020, 1:46 am Ultraviolet Post #1118





What is this all about?




Mar 24 2020, 1:01 pm Suicidal Insanity Post #1119

I see you !

Some debug code slipped in - I was trying to track down why opening the map properties window was extremely slow on the latest win10 build while it was instant on win7/8.




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[2020-3-31. : 4:56 pm]
RdeRenato -- If someone can help me, it will make me very happy xd
[2020-3-31. : 4:55 pm]
RdeRenato -- they are right. I don't know how to describe my level but it is difficult for two things: 1. crazy enemies 2. multiple defensive points
[2020-3-31. : 11:01 am]
Sie_Sayoka -- both because of low skill and population on west
[2020-3-31. : 11:01 am]
Sie_Sayoka -- tbh a lot of the korean maps are impossible to play with pubs
[2020-3-31. : 5:14 am]
jjf28 -- forcing players to be quicker means they'll have to multi-task more/up the APMs and use less safe approaches or have gotten the approaches down to an art so they can perform them quickly without much time to think
[2020-3-31. : 5:10 am]
jjf28 -- I'd say best way to increase difficulty is to make the enemy units behave smarter, followed by forcing humans to move quicker (timers, or some mechanism forcing them forward), followed by beefing numbers/stats
[2020-3-31. : 3:39 am]
jjf28 -- a huge part of special forces is game knowledge, mapping out the spawn timings, what triggers different traps, what units combine into others, they're definitely not intended to be friendly games
[2020-3-30. : 11:07 pm]
lil-Inferno -- RdeRenato
RdeRenato shouted: people, how do you do to verify a super difficult level if you play bad? :(
get someone better than you to play it
[2020-3-30. : 10:16 pm]
MTiger156 -- Sadly, I've often seen the exact opposite happen. "Special Forces" maps typically try to kill the entire team within the first 60 seconds... try to stay away from that approach.
[2020-3-30. : 10:05 pm]
MTiger156 -- ahh... philosophy of Difficulty. There is no single answer for "how much is enough?". That should be left to the players, thus I highly recommend multiple Difficulty Modes for PvE maps.
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