Final Call For SCMDraft, Revised, Lets keep this one clean for SI, please.
Post #41
Wormer
Aug 30 2009, 6:25 am
Post #42 LokiArexon Aug 30 2009, 10:24 am
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For the “sound does not upload correctly the first time” that appears to be an issue with uploading .wavs using Compression Level: Low Quality. When I upload using that compression, it will appear in the list, but will not play either as a sample or when in-game. If I delete the file and immediately re-upload it, it will play.
Friends report that uploading using “Uncompressed” results in successful uploads the first time. Generally, people who participated in the “4-years between contest” at CampaignCreations.org ran into these problems where when you’re working on 50 mb. + maps for multiple hours, the database grows very quickly and begins taking up huge resources. A discussion thread on these problems: http://www.campaigncreations.org/forum/index.php?topic=1798.0 Image example of a database so large it starts having issues: http://i398.photobucket.com/albums/pp69/Mia_Arexon/SCMDraft.jpg Also, this wasn't in the earlier list, but some sprites do not appear when you play a map in starcraft if placed seperately... such as in this attached map, I noticed that certain sprites that appear in the editor do not appear when played in game. If this is not a bug with scmdraft I will edit it out later, although if it's a known issue a list of some indication of which sprites appear or don't would also be appreciated. iiw6.scm (52.73 kb) -- 16 hits This post was edited 1 time, last edit by LokiArexon: Aug 30 2009, 10:31 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #43 Suicidal Insanity Aug 30 2009, 11:39 am
Post #45 Suicidal Insanity Aug 30 2009, 12:51 pm
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Arol: The version linked in this thread accidently had the compiler option for directsound disabled, therefor it wouldn'\t ever play sounds. Do you mean that?
I found a potential (but unlikely) crash when adding every 10th unique map name to the backup DB, maybe that was causing the reports. However I dont know how easy it is to fix the 2gb limit, that may require an extensive backup redesign. This post was edited 1 time, last edit by Suicidal Insanity: Aug 30 2009, 2:00 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #46 Arol Aug 30 2009, 1:11 pm
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Uhm its just like "when I upload any Sound using any compression, it will appear in the list, but will not play either as a sample or when in-game. If i re-upload it, it will play." But i use the actuall version, and didnt work with non virtual Sound for years. So it probably have to do with the thingi u told. However, i can play sounds with the actual version which shouldnt be possible if i understand u right.
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Post #47
Kaias
Aug 30 2009, 3:22 pm
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That's not going to happen.
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Here is a post describing it.
Attachments:
It is apparently benign, however it is a bug and is annoying. This has happened on almost every one of my maps; attached is an old map of mine where it exists. (at the bottom of the location listing 'r Threshold' doesn't actually exist as a location) Yes. That and a dozen other things you can't do in the name of compatibility which would significantly enhance your editor. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #48 Suicidal Insanity Aug 30 2009, 4:13 pm
Post #50
Ahli
Aug 30 2009, 7:30 pm
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Nothing yet! Almost done. Very powerful, very strong.
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@ that "wav not playing problem":
That only happens rarely. Deleting and reimporting the file will fix that bug. As far as I remember the wav played in SC even if scmdraft just refused to play it (add wav in a trigger, save map, run this map in SC). Maybe that helps indicating the problem. Last time, I experienced this bug, was when I added all wav files to my D1 map. That wav files were directly extracted out of the DiabData.mpq. They have 176kBit/s. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #51
Heinermann
Aug 30 2009, 8:40 pm
Post #54 LokiArexon Aug 30 2009, 9:30 pm
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Well, you might be on to something where the number of maps being worked on impacts the crash rate. That might actually be more relevant than size. Laconious, for instance, had huge map files I think (like 100 mb+) and spent huge amounts of time, but never had a map corrupted. However, he only worked on three maps and kept the filenames the same for them. Tipereth, however, had smaller map sizes (like 30 mbs each), but had a larger number of maps (7 at least I think). I for one had this issue all the time, but I tend to make a ton of backups, several directories for different versions, and was working with a lot of maps. I probably had something like 300 backups with filesizes ranging from virtually nothing to 80 mbs+ pretty much all with different filenames. (and sometimes with the same filename but in different directories) When I first ran into the "something bad happened" error, I actually tried saving a report and it basically crashed my computer because after I did so SCMDraft would not close under any circumstances and started taking up huge system resources. At that point, I was using quicksave a lot, had sound enabled, had backup enabled (but didn't know it), etc... basically default settings. At first I thought it was because one player didn't have a start location and I was placing disruptor web sprites. (Saving with one player not having a start location I think actually might have contributed to the corruption issues a second time, too, but again I really have no idea here). Unfortunately, when you're working on a map that long and doing so much crazy shit to it, it gets really hard to even formulate a guess as to which thing resulted in corruption issues. However, my solution to that particular corruption issue wasn't too painful: I opened it in the vanilla "Staredit" editor, let it remove a few doodads and illegally placed units, changed the colors back, and found out about the missing start location, saved it, and the corruption issues stopped for a while. But I started to feel the filesize was the biggest issue because my process was like this: 40 versions of map (all with different file names, no sound) Add 20 mbs. of sound to version 41. Make ten more versions with sound on version 52, map becomes corrupted and basically can't be saved, edited, or sometimes even opened. For some corruption issues, you cannot edit it and save without the error happening; for others, you cannot even open the map. Version 53 I open in Staredit, fix any "errors" it lists (such as one player missing a start location, illegal sprites like web removed), save it. Version 54 I open in SCMDraft again, redo whatever Staredit took out, and continue on. Proceed for 10 or 15 more versions until map is complete. This post was edited 1 time, last edit by LokiArexon: Aug 30 2009, 9:36 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #55 Suicidal Insanity Aug 30 2009, 10:17 pm
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Link updated with the phantom location fix, some more support for inverted locations (mainly internal), and status bar text display of location count added. Also the transmission action should now work properly in text briefind editor. Also WASD scrolling just for kicks
The inverted locations act up when resizing, this will be fixed next. (And then right click unit -> create) ![]() ![]() ![]() ![]() ![]() ![]() |
Post #57
Jack[RCDF
Aug 30 2009, 10:55 pm
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Understanding breeds empathy.
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It would be gond if the tree for doodads remained active when you move the mouse over the map. Then you can scroll down with the arrow keys and compare doodads for what you need. Otherwise you have to click each doodad to see the next one.
![]() ![]() ![]() ![]() ![]() ![]() Red classic. VRAEL = 뱃맨!!! |
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