Scmdraft
Quote from 2/02/10
SI: New unit dialog, play around with it. Move up/down is not implemented, and sorting by index is the default but does not work later, but the rest should be ok.
Also you can use Int:number in text trigedit in a few condition fields (Player/owner and unit type), play around with that
Also you can use Int:number in text trigedit in a few condition fields (Player/owner and unit type), play around with that
Quote from 11/23/09
- Map Revealers no longer get in the way of air units
- Unit coordinates are now properly displayed in unit properties.
- Unit coordinates are now properly displayed in unit properties.
Quote from 11/22/09
- Added map scroll via middle mouse button
Quote from 09/30/09
- Fixed trigedit shortcut bug where they were applied to the location listing, rather than the selected window
- Fixed location listing bug
- Fixed location listing bug
Quote from 09/05/09
- Updated with the fix for resizing map
- It is now possible to open several triggers at once and edit them
- Dialog layout for Sprites, Units, and Location properties have been modified
- Added undo to moving units via the unit properties dialog
- It is now possible to open several triggers at once and edit them
- Dialog layout for Sprites, Units, and Location properties have been modified
- Added undo to moving units via the unit properties dialog
Quote from 09/01/09
- Unit properties dialog redesign (Note: moving units or changing unit IDs is not attached to the undo list yet.)
- Disabled the location boundary checking code
- Fixed doodad sprite display for left border and top border of map
- Map window now receives focus after left and right clicking, so it should be easier to use wasd/arrow key based scrolling and its still possible to use arrow keys for the tree at the left.
- Disabled the location boundary checking code
- Fixed doodad sprite display for left border and top border of map
- Map window now receives focus after left and right clicking, so it should be easier to use wasd/arrow key based scrolling and its still possible to use arrow keys for the tree at the left.
Quote from 08/31/09
- Classic mission briefing editor/trigger editor now attempt to determine wav length when creating play wav / transmission trigger.(this values MUST be set for text mission briefing editor)
- Multi-select of sprites now possible in sprite properties
- Editing the unknown value in sprites sets the value (Has it been discovered whether this data is used, and for what?)
- Can now right click on selected units and create normal/inverted locations using their bounding boxes (Always display locations is recommended for this, also someone please verify the resulting location dimensions)
- No more auto-focusing of the map window
- New bug: when scrolling through doodads, brush isn't immediately visually updated if the size does not change
- Multi-select of sprites now possible in sprite properties
- Editing the unknown value in sprites sets the value (Has it been discovered whether this data is used, and for what?)
- Can now right click on selected units and create normal/inverted locations using their bounding boxes (Always display locations is recommended for this, also someone please verify the resulting location dimensions)
- No more auto-focusing of the map window
- New bug: when scrolling through doodads, brush isn't immediately visually updated if the size does not change
Quote from 08/30/09
- WASD Movement
- Phantom location listing fixed
- Inverted locations are filled in as red and their name can now be seen in the map view
- Location count added to the status bar while in the location layer
- Transmission action should now work properly in text briefing editor
- Phantom location listing fixed
- Inverted locations are filled in as red and their name can now be seen in the map view
- Location count added to the status bar while in the location layer
- Transmission action should now work properly in text briefing editor
Quote from 08/28/09
- Includes some support for location inversion (graphics code isn't updated, and I may use a different color for them to differentiate them.)
- Placing a zerg building on the installation tileset no longer causes a crash
- Fixed "Permanent Fog of War Preview" oversight where undoing a unit did not update vision preview
- Deaths actions and conditions now accept 10 digits (previously 9)
- Changed vision script AI from "Turn ON Shared Vision for Player 'x'" to "Turn ON Shared Vision of Player 'x' for Current Player(s)"
- Placing a zerg building on the installation tileset no longer causes a crash
- Fixed "Permanent Fog of War Preview" oversight where undoing a unit did not update vision preview
- Deaths actions and conditions now accept 10 digits (previously 9)
- Changed vision script AI from "Turn ON Shared Vision for Player 'x'" to "Turn ON Shared Vision of Player 'x' for Current Player(s)"
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Trigedit:
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- Unsort all dropdown lists. (Player, Switch, script, action, condition, everything)
the ones like this:
Player 1
Player 10
Player 11
Player 2
Player 3
- Better Trigger Commenting: An exceptional system would allow search by tags in all trigger comments and only display those triggers with the correct tags in their comments, also have
the comments not consume string usage
- text trigger autocompletion
- Find and replace in the text Trigger Editor
- Multi-Selection of triggers with Shift-Click in Classic Trigedit, for easy copying
- An optional usage of the location ID would be a good addition because that would allow mappers to use only 1 string for all locations, if they create their triggers with a text editor.
- colors in comments
- 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.
- define a command line parameter which allows one to compile a given SCMD text triggers file into the given map. This will help developping extended "third party" tools for working with triggers, MacroTriggers for example.
- Change "Neutral" to "Player 12".
- Pad the links to numbers in classic trigedit with spaces to make single digits easier to select.
- Full range of SIGNED values for classic trigedit actions. Unsigned for conditions.
- Hotkey for selecting "Okay" from the comment/display message window. IE shift-enter
- when using the deaths condition, if you change player first, it morphs into the memory condition sometimes, even when selecting a normal player like current player or player 2.
- Go to text editor, delete all text, compile, and open it again. All of the triggers will still be there. It only does this when you delete everything.
- An option that, when selected, moves any copied trigger to the bottom of the list
- Make it so that ScmD accepts extended Players in actions
- hotkey for ignoring trigger comments for a moment so you can quickly peak at it expanded without entering it
- In text trigger editor hotkey to compile action
- Fast exit from text trigger editor via Esc. (Probably some other windows too?)
- Final call for scmdraft
- Cut, Copy and pasting triggers in classic trig edit/mission brief
- Memory, Deaths, and Set deaths, conditions/actions can only accept 9 digits whereas they could accept 10
- Support for extended units in Trigedit (somewhat deprecated by memory condition), still could use ID:xxxx in Text trigedit
- Bookmarks for classic trigedit
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Terrain:
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- make an option so that the copy/paste tiles center the top left corner onto the mouse (like in StarForge) so that I don't have to guess where I must click to center large pastes
- In SCMDraft while using terrain, if I say, am using dirt with isometric, then click off to copy paste something, and want to use dirt again, I have to select a different terrain first before I can go back to using dirt again. It would be very helpful if I could just click right back to dirt instead.
- Size of terrain selection box displayed on the status bar
- Ability to remove from the current terrain selection much like how you can add to it
- Paint Bucket tool for Terrain.
- Non-random ISOM brush
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Unit Editing:
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- X/Y fields for unit positioning, manual coordinate entering for units (like you did it with locations)
- Change unit's ID in properties (for replacing multiple units with another type).
- Option if custom unit names (new style) or default names (old style) are used in the Unit Settings list
- Pylon power radius isn't perfectly accurate
- Display Unit memory position (0-1699) in properties box
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Strings:
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- Resizable string editor window
- String editor doesn't register an edited string as edited until you select a different string
- Find and replace for the String Editor
- Filter strings in the string editor by their usage
- A way to move strings around (so you can move important string to the top for quick access)
- Make it so if you edit a string in the string editor so that it is identical to another string it just removes it and references to the identical one, or at least a way to meld the references of one string into another. Also, make the text without any color tags in the string editor not green, but the actual default color.
- Make default color for strings cyan (like in sc) instead of bright green in the String Editor.
- All of the strings are yellow except <01> to <07> all of the alignment ones and cyan.
- An option to make the string editor display strings as they would be displayed in-game (or briefing).
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Locations:
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- Ability to cut-copy-paste locations and groups of locations.
- Multi-Selection of locations for movement
- Option for alphanumerical location list
- Ability to fix locations/inverted locations to specific units
- An ability to lock/hide some locations. When hidden the location either not displayed at all or is transparent and unselectable (unhide via locations listbox to the left). When locked the location is selectable but unmoveable.
- You should receive a warning when trying to delete locations being used in triggers, just like in the original campaign editor.- Make "Start Locations" not count towards total unit count, tested this myself.
- Under Location layer, show the total number of locations used out of 256, including Anywhere
- Fix fake location listing bug (get picture for this one)
- The ability to invert a location via a button press
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Sprites:
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- Handle sprites like units(selection circle etc). Oh yeah, make the sprites work like the units when you select them, because currently you have to highlight each sprite individually, and change it's stats(like if you're disabling), you can't do it to multiple sprites at once.
- Fix sprite property flags. All flags except "Draw as Sprite" and "Disabled" are unused.
- Adding sprites used from doodads to the used sprite counter
- Ability to hide the sprite layer
- Sprites that crash SC need to be listed as such.
- Multiple selection of sprites does not work properly
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Briefings:
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- Working briefings
- Display correct color codes in the Classic Briefing Editor
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Miscellaneous:
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- Autoplacing map revealers sometimes doesn't cover all the map and should be stacked between different players
- Resizeable windows
- Custom/rename brush pallettes
- Invert selections
- 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.
- Proper ranges of values for unit/tech/upgr properties.
- Add extended player options.
- Add raw access to all CHK sections in plugins
- Remove Select Profile screen / Only view when starting the first time
- More accurate minimap/unit colors for extended colors. (If possible) Maybe contact Farty about how he did it in PColor.
- Preview of text overlapping
- Change the name of that damn vision script AI from "Turn ON Shared Vision for Player 'x'" to "Turn ON Shared Vision of Player 'x' for Current Player(s)"
- complete hotkey list
- If it's possible to fix the issues with the backup DB, where it has crashes if it gets too big, that'd be nice.
- Organize AIs into proper spots, in the AI at Location and just AI
- When you use a doodad on one map and open another map and switch windows back and forth the recently used doodad will pop up every time you switch, this is really annoying and makes you have to switch layers constantly.
- Zoom function freezes on Vista (I (vrael) have Vista, and it does not freeze for me)
- Having "autosave" disabled by default instead of enabled by default, at least if there are large sounds. Any map with sounds will likely become corrupted due to excessive filesize
- An issue exists where uploaded sounds do not work at first and must be re-uploaded
- Placing a zerg building on the installation tileset causes a crash.
- Whenever I'm clicking around in the spawn menu (left side) and press an arrow key, SCMDraft freezes and I'm forced to restart.
- Ability to place Fog of War simultaneously for several players
- History (Recent Actions, able to go back)
- WASD movement
- X,Y start position when resizing map
- Finish help file to compile all hidden features.
- Press space to play wav in wav editor.
- "Permanent Fog of War Preview" does not always update when you add a unit or undo the creation of one
The other moderators and I realize that this list does not comprise of every suggestion offered. Because SI is only 1 man, we have attempted to filter out suggestions judged to be frivolous; those that are easily accomplished otherwise, like "built in trigger duplicator."
Yes it might be nice, but isn't easily done. I was going to try and keep this whole thread free of those suggestions, but that's a difficult task and SI may choose to implement some of those 'frivolous sugggestions' anyway. So my apologies to lil-inferno for editing out those suggestions and not editing them out for everyone else, but if I don't include your suggestion in this big list, this is why.
Post has been edited 14 time(s), last time on Feb 3 2010, 12:52 am by Angelina Jolie. Reason: Wtf 10 severity ban that hoe
None.