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Final Call For SCMDraft, Revised, Lets keep this one clean for SI, please.

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Creator: Vrael
Time: Aug 18 2009, 6:37 am

Post #41     Wormer Aug 30 2009, 6:25 am

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Quote from Heinermann
There are plenty of unused spaces that SI can use for special trigger displays.
1. Unused flags in each condition/action.
2. The two bytes (each condition) that aren't used by the editor.
3. The three bytes (each action) that aren't used by the editor.
4. The four bytes (each trigger) that aren't used by the editor.
5. The 15 bytes (each trigger) of trigger owner settings that are ignored by Starcraft and Staredit. (Probably not ignored, but the only valid options are 1-8, All Players, and Forces 1-4, the rest cannot run a trigger)

I think Sprites should be placed at a high priority.
SI, please, don't do it like this! :D
Better have just an extra file with SCMD data in the mpq archive, like "scmd2\meta.dat".
It'll make the editor more compatible if one wishes to read that meta-data later.
Make your own life and life of others simpler! :-_-:

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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.

Quote from Suicidal Insanity
- 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. <- I've never had it myself and would need to have someone send me a broken backup DB or better yet if it can be reproduced a DB with steps how to corrupt it. Would love to fix this.
- 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 <- details please

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.
scm file iiw6.scm (52.73 kb) -- 16 hits
This post was edited 1 time, last edit by LokiArexon: Aug 30 2009, 10:31 am.

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Post #43     Suicidal Insanity Aug 30 2009, 11:39 am

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NudeRaider: I'll see if I can add the build number or something, since these releases are palnned to be updated daily or at least every few days I dont want to have version 8.1.142 :D

Devourer: you mean copying inside of a single trigger or between triggers?

What I might to with comments is set the high bit to 1 in the string index, but I do not know how badly that would kill staredit etc. External file also has issues because it may be deleted by other editors and could quickly become misindexed or so. The question is is the conveniance of non stringtable based commenting etc worth losing the ability to use other editors?

LokiArexon: This is the first time I have heard of that sound bug. Does it only occur with certain wav files, I just made a new map in scmdraft, added a sound from WWP with low quality compression, and could immediately play it. It would be so nice if people would report such things instead of spending hours inventing swearwords...
I also have never seen autosave corrupt a map, an easy way to provoke this would help alot.
This post was edited 1 time, last edit by Suicidal Insanity: Aug 30 2009, 11:48 am.

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Post #44     Arol Aug 30 2009, 12:42 pm

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Quote from LokiArexon
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.

Quote from Suicidal Insanity
NudeRaider:

LokiArexon: This is the first time I have heard of that sound bug. Does it only occur with certain wav files, I just made a new map in scmdraft, added a sound from WWP with low quality compression, and could immediately play it. It would be so nice if people would report such things instead of spending hours inventing swearwords...

I just noticed this problem day ago. Actually it happen for me with any .wav i tried. Also with any Compression level - no matter high, medium or low.
I cant remember i had this Problem in past (few years ago)

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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.

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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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Quote from SuicidalInsanity
- fix fake location listing bug (get picture for this one) <-- details please
Here is a post describing it.

Quote

+
look here...

One not existing Location appeared in my new map.
The name is a String of my Mission objectives.
When i delete the String, it takes the next String of my Misson Objectives and names the location with this name.
When i click on the name of the location nothing happens, so i cant delete it, cause it does not exist, only the name shows up.
Anyone ever had this and knows how to remove it.
Till now nothing bad happened, but i don�t have a good feeling about this thing being there.
edit 1 : I think this is not a good place to discuss this, if you wann help me plz go here.
edit 2 : I didn�t remove the post, cause i thought the author of scmdraft should know.

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)

Quote from Suicidal Insanity
The question is is the conveniance of non stringtable based commenting etc worth losing the ability to use other editors?
Yes.

That and a dozen other things you can't do in the name of compatibility which would significantly enhance your editor.
Attachments:
scx file
Time Down [vAlpha].scx (273.25 kb)
1 hits.

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Post #48     Suicidal Insanity Aug 30 2009, 4:13 pm

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Ok, the location listing bug is fixed.

Well, ever since classic trigedit there hasn't been much need for switching between staredit and scmdraft, therefor perhaps I need not worry about that as much anymore.

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Post #49     Falkoner Aug 30 2009, 7:23 pm

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Yes, SI, I would completely give up on being compatible with other editors, honestly, at this point there's no reason to use any other editor, so why not just enhance yours even further?

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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.

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Post #51     Heinermann Aug 30 2009, 8:40 pm

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Quote from Falkoner
Yes, SI, I would completely give up on being compatible with other editors, honestly, at this point there's no reason to use any other editor, so why not just enhance yours even further?
There might be some competition soon.

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Post #52     Falkoner Aug 30 2009, 9:06 pm

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Quote
There might be some competition soon.

And the competition is already planning on putting the data inside the map, so there's no reason SI shouldn't do the same.

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Post #53     payne Aug 30 2009, 9:27 pm

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Quote from Falkoner
Yes, SI, I would completely give up on being compatible with other editors, honestly, at this point there's no reason to use any other editor, so why not just enhance yours even further?
+1! :D
I totally support this :)

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Post #54     LokiArexon Aug 30 2009, 9:30 pm

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Quote from Suicidal Insanity
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.

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.

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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)

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Post #56     Kaias Aug 30 2009, 10:39 pm

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Updated.
Quote from Suicidal Insanity
(And then right click unit -> create)
What do you mean by that?

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Post #57     Jack[RCDF Aug 30 2009, 10:55 pm

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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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Post #58     Kaias Aug 31 2009, 12:04 pm

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Quote from Kaias
Right now Scmdraft is very good in the physical world editing department. Right now what could really use the attention is Trigedit both classic and textual; you hold the capacity to make trigger making a hundredfold faster, and the editor really isn't friendly to maps with several thousand triggers. We need a way to get to where we want easily, which is why I've suggested allowing us to sort it into a collapsible tree format and the ability to place 'bookmarks' in our triggers. I would have no problem lugging around an external file to save these preferences and to save pseudo comments (so that they don't require strings)..
Quote from Heinermann
I think Sprites should be placed at a high priority.
Yes, and sprites; right now sprites are the only reason to open Starforge. Still, they should take a back-burner to Trigger editing functionality.

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Post #59     DeVouReR Aug 31 2009, 1:57 pm

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awesome, go ahead with the work SI :)
This post was edited 1 time, last edit by Vrael: Aug 31 2009, 4:28 pm.  Reason given: not actually possible

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Post #60     payne Aug 31 2009, 10:09 pm

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Both Cliff and Raised Jungle isometric terrain have blockiness in them :S
Try to fix? ;o

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