Staredit Network > Forums > SC1 Mapping Tools > Topic: [EUD/EPD] Amazing new Trigger Editor [Stable]
[EUD/EPD] Amazing new Trigger Editor [Stable]
Dec 31 2017, 9:09 pm
By: T-warp
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Jan 1 2018, 10:37 pm T-warp Post #21

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Quote from T-warp
Funny thing. According to Fartys research, there are 46 bytes in memory for upgrades and 23 for tech, whereas total upgrade count is 61 for regular upgrades and 44 for techs. Until I get this stuff sorted out, manipulating with upgrade/tech levels will be disabled.

Edit: Just sorted it out (I only have 30 more minutes to work on this, so fire your ideas quickly)




Jan 2 2018, 2:55 am O)FaRTy1billion[MM] Post #22

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Quote from T-warp
Funny thing. According to Fartys research, there are 46 bytes in memory for upgrades and 23 for tech, whereas total upgrade count is 61 for regular upgrades and 44 for techs. Until I get this stuff sorted out, manipulating with upgrade/tech levels will be disabled.
vanilla and broodwar upgrades and techs are stored in different tables. I'm not sure why.
SC techs:
http://farty1billion.dyndns.org/EUDDB/?pg=entry&addr=0x0058CE24&ver=1.16.1&plat=win
http://farty1billion.dyndns.org/EUDDB/?pg=entry&addr=0x0058CF44&ver=1.16.1&plat=win

bw techs:
http://farty1billion.dyndns.org/EUDDB/?pg=entry&addr=0x0058F050&ver=1.16.1&plat=win
http://farty1billion.dyndns.org/EUDDB/?pg=entry&addr=0x0058F140&ver=1.16.1&plat=win

sc upgs:
http://farty1billion.dyndns.org/EUDDB/?pg=entry&addr=0x0058D088&ver=1.16.1&plat=win
http://farty1billion.dyndns.org/EUDDB/?pg=entry&addr=0x0058D2B0&ver=1.16.1&plat=win&id=413

bw upgs:
http://farty1billion.dyndns.org/EUDDB/?pg=entry&addr=0x0058F278&ver=1.16.1&plat=win
http://farty1billion.dyndns.org/EUDDB/?pg=entry&addr=0x0058F32C&ver=1.16.1&plat=win

Quote from T-warp
My own EPD database with reverse mapping of player IDs to Memory address space and offset: LINK.
I didn't look at it in much detail, but what in your table is different from EUDDB?

Post has been edited 1 time(s), last time on Jan 2 2018, 3:02 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jan 2 2018, 3:16 am rockz Post #23

ᴄʜᴇᴇsᴇ ɪᴛ!

Why is add/subtract not supported?

The editor shouldn't crash ever. It's up to the user to make sure that starcraft doesn't crash, unless you want to make a "safe mode" editor, which in this case you should add a toggle rather than just let it crash or not allow something. Actual EUDs (not EPDs) should also be represented in the classic format: Player 10 deaths of ID: 38972 rather than just crash, or replace everything with "goliath turret". If you want, you could actually add a function to convert EUDs to EPDs as well. I would highly recommend adding "ID:0 Terran Marine" or even "ID:0 Player 1" when you have a dropdown list so you can manually twiddle things if necessary. If it causes issues with your sorting auto-select and you're not sure how to fix it, just do "Terran Marine ID:0" instead.

I was able to open my old map (which likely no longer works on the new version):



Looks like the editor is confusing unitID and the number.

Map is in here: http://www.staredit.net/topic/2099/0/ or direct link: http://whathuh05.googlepages.com/EudHealthDetection.scx

I would also like to request that comments either have a toggle for displaying or clicking on a comment expands it. Personally I hate having to open triggers to edit them and would rather it all be in the same window rather than a new window pop up. Making new triggers is sometimes OK, but the vanilla style of classic trigedit is old and tedious. Text-based triggers are infinitely more powerful.

Post has been edited 1 time(s), last time on Jan 2 2018, 3:22 am by rockz.



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Jan 2 2018, 9:46 am T-warp Post #24

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Quote from O)FaRTy1billion[MM]
Quote from T-warp
My own EPD database with reverse mapping of player IDs to Memory address space and offset: LINK.
I didn't look at it in much detail, but what in your table is different from EUDDB?
It's always online and has the reverse calculating field. The data source is the same




Jan 2 2018, 10:56 am T-warp Post #25

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Quote from rockz
Why is add/subtract not supported?
It is supported, but marked as [Unsafe]

Quote from rockz
The editor shouldn't crash ever. It's up to the user to make sure that starcraft doesn't crash, unless you want to make a "safe mode" editor, which in this case you should add a toggle rather than just let it crash or not allow something. Actual EUDs (not EPDs) should also be represented in the classic format: Player 10 deaths of ID: 38972 rather than just crash, or replace everything with "goliath turret". If you want, you could actually add a function to convert EUDs to EPDs as well. I would highly recommend adding "ID:0 Terran Marine" or even "ID:0 Player 1" when you have a dropdown list so you can manually twiddle things if necessary. If it causes issues with your sorting auto-select and you're not sure how to fix it, just do "Terran Marine ID:0" instead.
That behavior (converting EUD to EPD conditions) was added in 1.21 alpha. Editor will crash if heap corruption occurs due to incorrectly partitioned map (this would take a great effort to change). Crashing due to internal errors is there to prevent map corruption and will be disabled when we cover all the bugs.

Quote from rockz
I was able to open my old map (which likely no longer works on the new version):
Looks like the editor is confusing unitID and the number.
That was indeed a bug. There was token index taken instead of value of that token (internal stuff)

Quote from rockz
I would also like to request that comments either have a toggle for displaying or clicking on a comment expands it. Personally I hate having to open triggers to edit them and would rather it all be in the same window rather than a new window pop up. Making new triggers is sometimes OK, but the vanilla style of classic trigedit is old and tedious. Text-based triggers are infinitely more powerful.
Comments are there for a reason. Simply clicking on a comment is not supposed to expand anything, since there are other actions that the user can take. You can disable commets globally. I have a plan to add a checkbox to disable a single comment (that checkbox will be on the right-most side of the commented trigger). I personally find vanilla editing efficient enough to keep it that way. I have added Enter/Escape shortcuts to windows that SCMDraft didn't really support, so navigation can be faster using keyboard, rather than forcing user to click.

Thanks for the reporting and the ideas. We need more people like you!




Jan 2 2018, 12:03 pm T-warp Post #26

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I added update window for more convenient updated versions checking




Jan 2 2018, 6:50 pm T-warp Post #27

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Fixed conditions and actions (finally!), fixed "All units" quantifier, hotkeys Enter/Escape for the rest of the windows, most of glitches and new scaled flingy images!




Jan 2 2018, 7:25 pm Ghost_Sigma Post #28



i click Open and nothing happens.

i tried to drag and drop a map in the exe file, and that didnt open the map neither.



None.

Jan 2 2018, 7:55 pm T-warp Post #29

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Quote from Ghost_Sigma
i click Open and nothing happens.

i tried to drag and drop a map in the exe file, and that didnt open the map neither.
The "Open" button is not to select a file (yet). Input the path or drag the file into the editor to open it. If the editor crashes or exists, then your map is protected or uneditable. If it shows exception window, then it failed to open the map due to internal error (and kindly asks you to upload the stacktrace). The map can take a while to fully load. If all of the buttons are disabled (unclickable), the map is being loaded and dragging another file causes undefined behavior (that is one of the key subjects to be fixed soon).

If none of the above describes your case scenario, send me the map and I'll look into it myself.




Jan 2 2018, 9:02 pm rockz Post #30

ᴄʜᴇᴇsᴇ ɪᴛ!

Oh yeah, double click on triggers to open them.

I hope EUD > EPD isn't automatic. I believe there are a few situations where EUDs are still useful.

Why should a protected map be unopenable? Is this a personal decision? I might need to check on the rules for unprotectors, but if you're literally only touching triggers, there are no protections that can stop that except by the application maker's choice (a la SCMDraft).



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Jan 2 2018, 9:13 pm T-warp Post #31

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Quote from rockz
Oh yeah, double click on triggers to open them.
Soon

Quote from rockz
I hope EUD > EPD isn't automatic. I believe there are a few situations where EUDs are still useful.
They are converted to memory condtions and EPD actions. I will NOT support EUD, because whoever wants to work with EUD can easily divide playerID[EPD] by 12 to get UnitID[EUD] and do modulo 12 to get PlayerID[EUD]. Simple as that

Quote from rockz
Why should a protected map be unopenable? Is this a personal decision? I might need to check on the rules for unprotectors, but if you're literally only touching triggers, there are no protections that can stop that except by the application maker's choice (a la SCMDraft).

Map protections are there for a reason and decision of the author to protect their content from unauthorized edits. I will always respect that.




Jan 2 2018, 10:04 pm T-warp Post #32

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Here, have your trigger double-click.




Jan 2 2018, 10:13 pm T-warp Post #33

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Finally managed to fix alignments! (1.22.6576.41743 ALPHA)




Jan 2 2018, 10:24 pm rockz Post #34

ᴄʜᴇᴇsᴇ ɪᴛ!

What about display leaderboard for kills of ID:346 (display leaderboard for deaths of Terran Physics Lab)? Will that be supported or will you reset all of my custom leaderboards?



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Jan 2 2018, 10:31 pm T-warp Post #35

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Quote from rockz
What about display leaderboard for kills of ID:346 (display leaderboard for deaths of Terran Physics Lab)? Will that be supported or will you reset all of my custom leaderboards?
That is invalid action. Everything but deaths is checked for values to not overflow anything. That action would result in undefined behavior (probably a crash/report window with stacktrace)




Jan 3 2018, 12:21 am T-warp Post #36

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I'm happy to announce the very first stable version of the editor. Most of the bugs have been figured out and are fixed. Whatever you click in the editor should really appear on the map. Default values work (kind of, except for upgrades, snapshot was taken on a wrong map), double clicking works and now I'm really proud of my work so far (after all that incredibly painful bs useful new experiences it has put me through). The rest of the EUD actions are to be added, conditions right after that (or in the meantime, who knows), but only a selected few in a limited way (and unsafe, allowing anything, of course). That means "at least" conditions for mostly anything (or whatever, I have no idea yet). Thanks for all the support this has got and all the kind people who took their part in testing it.

Post has been edited 2 time(s), last time on Jan 3 2018, 1:14 am by T-warp.




Jan 3 2018, 1:43 am rockz Post #37

ᴄʜᴇᴇsᴇ ɪᴛ!

They did a poor job.

Not sure what kills of ID:399 shows (seems to be invalid) but kills of ID:228 is indeed deaths of Terran Marine. No crashes on anything.

Post has been edited 1 time(s), last time on Jan 3 2018, 1:54 am by rockz.



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Jan 3 2018, 2:01 am jjf28 Post #38

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Quote from T-warp
Quote from rockz
What about display leaderboard for kills of ID:346 (display leaderboard for deaths of Terran Physics Lab)? Will that be supported or will you reset all of my custom leaderboards?
That is invalid action. Everything but deaths is checked for values to not overflow anything. That action would result in undefined behavior (probably a crash/report window with stacktrace)
Quote from rockz
They did a shit job.

Not sure what kills of ID:399 shows (seems to be invalid) but kills of ID:228 is indeed deaths of Terran Marine. No crashes on anything.

In a case like this (or in a case like EUDs in patch 1.16) the game is reading an array at a certain index (e.g. 228), in a language like C/C++ there is no automatic bounds checking on arrays so if the programmers did not explicitly put in bounds checks it will read the value at array[228] which will be very predictably at (location of array start) + (size of array data type) * (array index), unless emulated there's no guarantee the location of the array start or size of the data type will be static patch-to-patch, but it's definitely a valid and useful operation that has for a long time been static (not sure about new patches) and is quite useful for debugging purposes between patches (as well as, I think, something like the gas counters in Desert Strike).



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Jan 3 2018, 2:35 am rockz Post #39

ᴄʜᴇᴇsᴇ ɪᴛ!

Death and kill tables are right next to each other. I doubt they'd separate them. Even then it's amazing to be able to look at a unit's full HP value in the leader board.

ID:399 doesn't seem to show anything as it's just a bunch of 0s, and ID:229 is [any unit].

Perhaps leaderboard of deaths would be a better trigger implementation.



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Jan 3 2018, 6:55 am T-warp Post #40

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I allowed unsafe raw memory edit. Alignment is up to you to handle, experiment with it and post the results.




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