And open read only maps.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
The ability to toggle between set names and default names in both Classic and Textual editor
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[1] A "EUD" Editor... could take long time but would be useful, simple EUDs to detect where the mouse is and/or what key is pressed... couldn't you add those things as simple condition? You just should mark them as "red" if that is an EUD condition so it may be bugged after the next patch...
This is a bit useless, it's like the having backwards ramps doodads built-in, except worse, and it'd be out of date after a patch or so, just give general EUD support and I'd be happy.
Also, I found exactly what's wrong with the grid snapping when you paste, moved them around as if a section of the grid is where your mouse pointer is, since it would be if you were placing units, however, if you place it like in the middle of a block it gets messed up:
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Full Mod support.
In that, you select a SEMPQ or FireGraft file, and it loads all the data from the MPQ including GRPs, default stats, sizing, tilesets, palettes, default triggers, everything.
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Quote from name:Richard Nixons Head
Full Mod support.
In that, you select a SEMPQ or FireGraft file, and it loads all the data from the MPQ including GRPs, default stats, sizing, tilesets, palettes, default triggers, everything.
thats why you can add MPQs to a custom profile...
Hey, SI, SCMDraft told me to tell you about this error, so I thought this would be the appropriate time and place to let you know. It happens whenever I save a map, so I end up having to save it twice before I close the program. [attach=3067]
Attachments:
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-Auto-blend: scans the pixels at the selected edge of a selected tile, then searches the tileset to show all tiles that blend with it (to a certain % accuracy).
This would be useful, though you MAY need some help from terrainers, ask us if ever you need a group of people to make-up a nice database of tile-blending
Also, maybe create more doodads like backward ramps (quiet, Falk
), but only if they are perfectly blended.
You should also simply install most of the little programs out there in SCMDraft and make them accessible by a simple click via a certain menu or I don't know.
Thanks for everything you've made for the Map Making Community, SI!
<3
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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
I've noticed that more and more posts are about "I'm too lazy to do this" or "Let ScmD automate that", many of them requiring a ridiculous amount of work. This is also making it hard for SI to keep track of the "real" requests. If that trend continues I'll go on another wild delete and edit spree. You have been warned.
Just post really useful feature requests adding a new function (e.g. EUDs in text triggers), not things that help you being more lazy (e.g. I'm too lazy to copy a backwards ramp from another map) when they can already be done manually. Also consider the amount of work such a function would need. SI has only so much time available and you can be pretty damn sure he will not implement everything, so let's stick to the most important things (or minor quick fixes).
On the same note, I think the big thing is that we want to avoid making SI brute-force these ridiculous things for us, when it takes us about the same time to do it on our own.
Another quick request, when you do the New Map, could you have the
walkable terrain be the first selected, instead of like water or tar or null? Because I can't even name all the countless times that I've started a map and just clicked Create Map and had to do it again because of that.
Also, change the Default Triggers triggers to None to begin with, since more often than not we don't need em.
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In the recent maps list, I suggest having the list updated by both saving and loading, rather than just loading. Usually we open our main project first and may open a few other maps for reference or terrain. Because it only does it by loading when we open it up the next day, the little maps we only opened real quick are on top of the Main one, thus why I suggest this.
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Maybe a crash-detection feature that would have the most common crashing issues being detected and would advert the map maker when saving that it may crash SC (for e.g. some sprites ;P). It shouldn't be that hard to implement and I think it's a real pain to always have to go search for the right wiki to know if we're gonna crash or not...
Also - this request may be disapproved by many - maybe add a wiki section that all downloaders could update? Make it similar to the one in SEN. It's not all the map makers using SCMD that knows about the wiki in there.
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SDE, BWAPI owner, hacker.
Since SCMD reads the iscript, it's quite possible to detect which sprites crash, or possibly preview disabled units, disabled sprite-units, or disabled+enabled units.
well i sorta exploit alot of disabled sprite effects, alot usually crash if viewed during the process before the effect be it disabling enabling disabling, enabling disabling, or any other combination so if that feature were added, id be nice to have it default off.
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Bug: I have noticed a bug. Heres how to reproduce it.
First set down a unit (such as ghost) next to unwalkable terrain. (Preferably square so its directly parallel)
Make sure the "Place Units Anywhere" function is turned off.
Go to Copy/Paste brush and select the ghost and the terrain around it and hit copy.
After u select the ghost, quickly move your mouse from the direction the ghost is to the water. (While holding down the mouse button so it pastes)
If done properly, you will immediatly get an error.
Post has been edited 2 time(s), last time on Mar 7 2009, 6:14 am by TiKels.
"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."
-NudeRaider
An "Always save as .scx" option.
-
"copy paste" for
Locations -
"snap to grid" when you copy more than 1
Sprite - possibility to
change the
unit name in the
unit properties -
colors in the mission briefing editor and an easy way to pick them for example like here in the forum.
- same for
"Strings" window.
- Maybe you can just make a
new window where you always have the
colors and when you click on them you have them in the
clipboard and than you can
paste them everywhere ( unit names, mission briefing, strings, triggereditor,...)
- a bigger
"Strings" window or even better a resizable one.
-
Triggereditor "Conditions & Actions comandlist" with
"copy paste" function
- possibility to open maps with more than 1064? strings with a warning that you must delete them. Scmdraft crashes when you have more i think, at least it did in my map.
- implement
Unused unprotector so i dont have to use 2 programs to open maps.
Post has been edited 1 time(s), last time on Mar 8 2009, 3:22 pm by r00k.
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- A warning when deleting triggers, or even better an undo.
- Option to disable the profiles page. It's just an extra click to me every time I open the map editor.
- EUD Support
Another quick request, when you do the New Map, could you have the walkable terrain be the first selected, instead of like water or tar or null? Because I can't even name all the countless times that I've started a map and just clicked Create Map and had to do it again because of that.
+1
Those are my only suggestions off the top of my head. Thanks. =)
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- Colors activated into Comments
Post has been edited 1 time(s), last time on Mar 9 2009, 1:39 am by NudeRaider. Reason: Trigger duplicator? use text triggers 3rd party programs
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I'll make a list for SI
I might have duplicates and I might have missed some suggestions, but it helps SI so it's all good.
List
+ Any value for owner and race, just like colour. Warn on non-standard race when player is human. Add Random to the default race selections.
+ X/Y fields for unit positioning.
+ Full range of SIGNED values for classic trigedit actions. Unsigned for conditions.
+ Proper ranges of values for unit/tech/upgr properties.
+ Handle sprites like units(selection circle etc).
+ Fix multiple sprite and unit-sprite issues.
+ Fix sprite property flags. All flags except "Draw as Sprite" and "Disabled" are unused.
+ Add extended player options.
+ Unsort all dropdown lists. (Player, Switch, script, action, condition, everything)
+ Add raw access to all CHK sections in plugins.
+ All windows re-size-able
+ Find and replace in the text Trigger Editor
+ Find and replace for the String Editor
+ A way to move strings around
+ Option if custom unit names (new style) or default names (old style) are used in the Unit Settings list
+ Remove Select Profile screen
+ Make the sounds quieter
+ Display correct color codes in the Classic Briefing Editor
+ More accurate minimap/unit colors for extended colors.
+ Over lapping text preview
+ Vastly expanded mirroring capabilities: mirror rectangular terrain/individual tiles, units, sprites, and locations.
+ Ability to copy-paste locations and groups of locations.
+ Fit inverted to unit" option for automated creation of inverted locations.
+ Auto-blend: scans the pixels at the selected edge of a selected tile, then searches the tileset to show all tiles that blend with it (to a certain % accuracy).
+ Ability to use euds in the text editor
+ Add all things that deal with euds
+ Built in Eud calculator
+ Clutter % when placing terrain
+ Multi-Selection of triggers with Shift-Click in Classic Trigedit, for easy copying
+ Multi-Selection of locations for movement
+ Arrays, like StarForge has, so you can place perfect arrays of units quickly.
+ Make the Use Custom Unit Names thing actually work in TrigEdit.
+ Fix copy and paste; some units sometimes doesn't snap to grid properly
+ Options to change the context of text trigedit
+ Alphabetize locations instead of order created
+ Make the sprites work like the units when you select them, because currently you have to highlight each sprite individually
+ Displays the unit's Id when selected
+ The ability to toggle between set names and default names in both Classic and Textual editor
+ Recent map list should have both saved and loaded maps
+ Display which sprites crash Starcraft
+ Copy and paste locations
+ Change unit name in Unit Properties
+ Fix snap to grid when selecting more than one sprite
+ A warning when deleting triggers, or even better an undo.
+ Always save as .scx option
+ Colors activated in comments
+ Add a trigger duplicator
Post has been edited 2 time(s), last time on Mar 9 2009, 6:51 pm by Morphling.
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The ability to display only certain triggers would be useful, say if there was a check box next to each trigger that you could select to display, and a clear all/select all button. I would find this especially useful for when I'm editing some trigger system or another and trying to work through it, but I have to look at a bunch of triggers I don't care about.
The ability to display 2 classic trigedit windows at once would also be useful, for editing cross-player trigger systems.
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