Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Unable To Edit Comments/Display Text Message
Unable To Edit Comments/Display Text Message
Jun 17 2017, 3:13 pm
By: IceRain(Z)  

Jun 17 2017, 3:13 pm IceRain(Z) Post #1



Hello, I'm unable to edit the comments or display text messages in the trigger section of SCMD. If I attempt to edit, the editor doesn't save the map, and then it crashes.

I'm also 100+ hours into this map creation.

Post has been edited 1 time(s), last time on Jun 17 2017, 3:29 pm by IceRain(Z).



None.

Jun 17 2017, 3:36 pm Mimose Post #2



100h+ sound like a lot of work. Are you sure you are still in maplimits? (FAQ - MAP LIMITS)



None.

Jun 17 2017, 3:55 pm IceRain(Z) Post #3



Quote from name:MEMBER
100h+ sound like a lot of work. Are you sure you are still in maplimits? (FAQ - MAP LIMITS)

Maximum Number of Units on a Map: 1700
I'm at 562.

Maximum Number of Sprites on a Map: 500
I'm at 0.

Maximum Number of Locations: 255
I'm at 150.

Max Amount of Triggers: 90-120k
There is no indicator, but I have a lot.

Maximum Number of Strings in a map: 65535 bytes
I believe this is the issue. I have a lot of text/comments in the trigger section to organize my work.

Thanks for the response, Mimose. I have bookmarked that page as it's highly resourcesful. I'm pretty sure it is the Strings. I'll report back.



None.

Jun 17 2017, 6:30 pm IceRain(Z) Post #4



It's the strings. I'm glad it was a simple fix. Though I'm annoyed that it is a problem, because I like to organize my work.



None.

Jun 17 2017, 6:44 pm Mimose Post #5



Y, abbreviations ftw. hf n gl 2 u



None.

Jun 18 2017, 3:11 pm O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

If you primarily use text triggers, you can save comment strings by saving all of the triggers in a separate txt file and using // comments



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Jun 18 2017, 5:10 pm Suicidal Insanity Post #7

I see you !

String text limit shouldn't come into play until saving the map though, while editing you can go over the limits.

What version are you using?




Jun 20 2017, 7:05 pm IceRain(Z) Post #8



The latest version displayed on the main site: 0.8.0

http://www.stormcoast-fortress.net/downloads/scmdraft2ZIP/



None.

Jun 20 2017, 7:32 pm Suicidal Insanity Post #9

I see you !

Try the ones from here: http://www.stormcoast-fortress.net/Irregularies/




Jun 20 2017, 8:51 pm IceRain(Z) Post #10



Quote from IceRain(Z)
Now I have an issue with this updated editor displaying the incorrect text in game:

http://imgur.com/a/42r3A

Now it's been renaming some of my trigger comments "CONDITION:"


And that is because I am over 100% String capacity. I'm abbreviating everything now.



None.

Jun 20 2017, 9:08 pm Pr0nogo Post #11



Just gotta hope blizz raises the string limit in future patches I guess. That and the unit and sprite limits.




Jun 21 2017, 4:20 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

Just some FYI, non trigger based comments can be put into the text triggers (use // to escape the line). Do all your work in text triggers and notepad++ then compile the triggers. You lose the triggers when compiled, but your comments will stick out much better in a text editor, and you can view things easier as well as hide triggers.

I personally don't like comments as they make it harder to view triggers in classic map triggers.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jun 21 2017, 5:56 am Oh_Man Post #13

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

Recycle your comments by using strings from the game itself. That's what I do.

So like all my health potion triggers I label the comments <06>Health Potion, etc.

You can also recycle sound files, locations and switches using this same technique.




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[08:56 pm]
Lanthanide -- the sounds in SC1 are a bit cartoony, like d.matrix and irradiate sound effects, but they clearly stand-out from anything else in the game
[07:17 pm]
Pr0nogo -- yeah, hard to do worse than FK
[07:12 pm]
Voyager7456 -- so this'll be a step up then
[07:09 pm]
Pr0nogo -- @voy i can't believe you'd request that i stream that map when i've been playing fucking flame knives for 3-4 hours twice a week smh
[07:07 pm]
Pr0nogo -- so when a bunch of explosions are the same (sc2) you're not going to be able to read things as easily
[07:07 pm]
Pr0nogo -- sound is a big part of readability too, especially in 3d games where readability tanks due to incompetent graphics artists (and all blizz games have pretty ass particles, see war3 etc)
[07:05 pm]
Lanthanide -- Broflamingo
Broflamingo shouted: Lanthanide The sound in SC2 is not as hard hitting as the sound in SC1. SC2 sounds are muted or quiet, maybe just my opinion but i think it dovetails with how the game feels. SC2 marine shots sound so quiet and puny for example.
yeah, this happened in Diablo 3 as well. All the general sound effects, especially for spells and the like, are muted and barely stand out from the background noise and battle sounds. I really don't know why blizzards sound engineers take this route
[06:21 pm]
Vrael -- Pr0nogo
Pr0nogo shouted: but i'm assuming you actually want to have a discussion, i don't know that for sure and if you don't then just don't do anything
nah I don't I just want to meme around
[06:19 pm]
lil-Inferno -- right up there with the SSBM bat sound
[06:19 pm]
lil-Inferno -- Broflamingo
Broflamingo shouted: Lanthanide The sound in SC2 is not as hard hitting as the sound in SC1. SC2 sounds are muted or quiet, maybe just my opinion but i think it dovetails with how the game feels. SC2 marine shots sound so quiet and puny for example.
Tank sieging sound in BW is good AF
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