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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 #81     Devourer Sep 2 2009, 10:05 am

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Quote from Suicidal Insanity
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.
When I use arrow keys it always changes in the tree, the screen never moves. I would prefer using arrow keys to move the screen just like ingame.
Maybe make it optional?

Also, I downloaded the latest SCMDraft version and I couldn't change player by pressing 1-8 for any reason (neither for player 9,10,11,12 worked). Someone else occured this?

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Post #82     Arol Sep 2 2009, 10:45 am

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Yes, got the same Dev
Quote from Arol

Thanks for fixing the Briefing Bug. Scary that this was the problem, cause ingame transmissions dont need the wav lenght saved in trigedit.
...If your at the Unit layer in older versions u could just press 1-9 to change the Unit u have selected to player 1-9. Now it plays an error Sound if u have a Unit of the Unitlayer selected. For already placed units it still works.
€dit Another thing i just came up is that the curso/wasd map scrooling works realy badly now, if this is used to be an improvement, i must say scrolling the map with cursor or wasd is much more important for me then going through the layertree :( Well, im just not sure if its supossed to be like its now or not. However... Once i use the Layertree, Mapscrolling through coursor or wasd keys dont work anymore until i switch to a different Programm and back to Scmdraft. Normaly this worked throuhg unselecting the current selection from the layertree and just click on the "map"

Ugh and the Transmission Text only is displayed as long as the .wav lasts used in the transmisson - a bit unconfortable :stfu:

Another small Issue: If u use the Zoom funktion now, it does not deselect the zoomfunktion automaticaly. You have to click on the Map to deselect it, which is complicated specialy if u have an unit selected.

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Post #83     payne Sep 2 2009, 6:31 pm

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I remember seeing a request for the terrain copy-paste to be like in StarForge: cursor at the top-left instead of in the middle.
I'd either suggest to make it optional -or- to make the cursor top-left only when the size of the copy-paste exceed a certain dimension (which would have to be tested to not be annoying, but useful).
Also, for the arrow keys working in the tree. I'd prefer to have to click on the names and have the console detect when the mouse is in that tree box and it would center the display to the center of the screen (maybe with temporary null tiles under so we can see it no matter what is directly at the center of the screen?

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Post #84     NudeRaider Sep 2 2009, 9:02 pm

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Quote from Suicidal Insanity
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.
Make CTRL + ARROW UP/DOWN = item in left sidebar -/+ 1,
CTRL + ARROW LEFT/RIGHT = category in left sidebar -/+ 1
and ARROWS still move screen.

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Post #85     Suicidal Insanity Sep 2 2009, 10:35 pm

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For both of those, once you left or right click on the map it should work again.

E: Ctrl+arrows is already used by some layers for map editing options.

Download is updated with minor dialog layout changes (Sprite, unit, and location properties)
This post was edited 2 times, last edit by Suicidal Insanity: Sep 2 2009, 11:09 pm.

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Post #86     payne Sep 2 2009, 11:47 pm

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Very -very- minor fix to do, but we never know:
You should remove a doodad when an other doodad -completely- covers it.
Right, let's say I have 3 bones doodads on the grounds and I set a temple doodad on them, the doodads count simply increase of 1.
Well, it's up to you xD

EDIT:
An other minor "error": let's say you are doing some stuff under the "Sprites" label and change to "Terrain". There are 6 little rectangulars at the bottom that gives custom informations... well, the 5th one still says "Select Sprites".
Something else to fix would be that when you use "Copy+Paste" label and unchecks certains boxes (terrain/doodads/units/sprites), when selecting, it still shows you the whole selection, ignoring what you wanted or not to select (though it does copy-paste correctly).

Also, for some reason, I tried to add a doodad and save in my map and SCMD had a "Runtime Error C++" and closed without saving. I tried to open my map back and all it is missing is that famous doodad I tried to add. I tried to figure out the problem and I thought about that "Too big back-up files" bug. I tried to check my back-up folder within SCMD but it crashes (now asking me to save or not a diagnostic file). What is wrong? What can I do? :S

Btw, I'm still using the old beta version :P
This post was edited 2 times, last edit by payne: Sep 3 2009, 4:29 am.

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Post #87     Arol Sep 3 2009, 2:07 pm

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ScmDraft crashed me with "something bad happened" when I resized an existing map. I tested both the desert and space tilsets multiple times to resize from 128x128 to 192x192 / 256x256 / 256x192. Crashes all the time. I tried with new empty maps.
This post was edited 1 time, last edit by NudeRaider: Sep 3 2009, 3:12 pm.  Reason given: watch your spelling and grammar and avoid "u" and the

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Post #88     samsizzle! Sep 3 2009, 11:16 pm

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Quote from [DeVouReR]:]
Also, I downloaded the latest SCMDraft version and I couldn't change player by pressing 1-8 for any reason (neither for player 9,10,11,12 worked). Someone else occured this?
happened to me, this is freakin vital.

Quote from Arol
ScmDraft crashed me with "something bad happened" when I resized an existing map. I tested both the desert and space tilsets multiple times to resize from 128x128 to 192x192 / 256x256 / 256x192. Crashes all the time. I tried with new empty maps.
same here.

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Post #89     Suicidal Insanity Sep 4 2009, 5:57 pm

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Lets see, the map crashing on resizing was a sideeffect of the changes for inverted locations, that is fixed.

If you click in the map window before pressing 1-8 (for example to draw the selection) it will change the players, it just wont if another window is focused.

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Post #90     Kaias Sep 4 2009, 6:36 pm

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Also, I just realized the main problem with the sprites, when you go to their properties, they are not all selected by default, unlike the units.
I only just realized what you were talking about. Finally! They all need to be 'selected' by default, this is rather annoying.

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Post #91     Suicidal Insanity Sep 4 2009, 11:22 pm

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Updated with the fix for resizing.

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Post #92     DevliN Sep 5 2009, 8:26 pm

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I've somehow managed to create a Nydus Canal that isn't connected to another, and when I try to delete it, SCMD2 crashes. I've uninstalled and reinstalled a few times and nothing changes. I can't seem to recreate the issue, so perhaps it's just something screwed up on my map specifically. If not, it may be something to look for.

EDIT:
More fun times ensue. Every time I close this map in SCMD2, the program crashes. When I save beforehand, it does actually save but also wont show up on the Recent Map list due to crashing. So it may just be my map causing the problems.

EDIT2:
I opened the map in X-Tra edit which promptly deleted all my sprites and most doodads. I saved a copy and opened it in SCMD2 and everything is fine. I can delete the Nydus Canal, and when I close the cap, SCMD2 doesn't crap out. I guess I somehow fucked it up with sprites or something.
This post was edited 1 time, last edit by DevliN: Sep 5 2009, 8:34 pm.

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Post #93     Suicidal Insanity Sep 5 2009, 10:27 pm

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Do you still have the version of the map that crashes and can get it to me? It sounds like there is a problem with the nydus canal link, but I would like to fix any potential crash.


Also, updated the download link, this time with classic trigedit changes: It is now possible to open several triggers at once and edit them. Tell me if you guys notice any bugs, if it works well I will start working on copy/pasting between these windows. Also added undo to moving units via the unit properties dialog, so that can be marked as done. Would appreciate feedback on the new unit, sprite, and location properties dialogs.
This post was edited 1 time, last edit by Suicidal Insanity: Sep 5 2009, 10:34 pm.

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Post #94     Kaias Sep 5 2009, 10:54 pm

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It would be convenient if opening the classic editor window returned it to the settings of when it was close (same dimensions position on screen and where you were in the triggers).

EDIT: Updated OP.
This post was edited 1 time, last edit by Kaias: Sep 5 2009, 11:00 pm.

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Post #95     Pr0nogo Sep 5 2009, 11:06 pm

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What's up with moving units? Is that ever going to be done? It really bothers me that I can't move a unit in the most advanced editor when I can in the basic one.

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Post #96     Kaias Sep 5 2009, 11:09 pm

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What's up with moving units? Is that ever going to be done? It really bothers me that I can't move a unit in the most advanced editor when I can in the basic one.
Ctrl+Arrows moves it 1/2 a tile, Shift+Arrows moves it a pixel in any direction, and Cut (ctrl+x) and Paste is easy enough for moving units.

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Post #97     Falkoner Sep 5 2009, 11:11 pm

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Still missing Placement ID for the map, as in, what the ID of the unit is in the map itself, what placement order it is, I think that if you change it to a number that's already used, the rest should shift up.

And all sprites are still not selected by default when you go to Properties.. :(

Otherwise, the new layout looks nice :)

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Post #98     Suicidal Insanity Sep 5 2009, 11:40 pm

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What's up with moving units? Is that ever going to be done? It really bothers me that I can't move a unit in the most advanced editor when I can in the basic one.
see above reply for moving in the map window, and unit properties now has the coordinates. You can also use ctrl-x and ctrl-v to move units and group of units. so three ways ;)

Unit placement IDs will take a bit of work since I use a linked list internally and not an array as SC does. Is the important part the order, or the absolute index?

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Post #99     payne Sep 8 2009, 3:35 am

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What's with my bug? :(
http://www.staredit.net/174269/

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Post #100     poison_us Sep 8 2009, 5:10 am

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When closing two opened triggers using the top-right box, after having not completed either, nor having a prior working for either trigger, I get this.
EDIT: that's even after creating another trigger, finishing it because it's bogus, trying to close the trigedit, and then retrying after deleting the bogus trigger. Yes, I really was just testing out your new features, that's why the triggers are blank :P

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