QUOTE(Haplo @ Feb 4 2006, 11:42 AM)
Don't you know anything about how strings work? Removing the switch/location names has nothing to do with reducing map size, it has to do with reclaiming extra string space. There are a limited number of strings for in-game text, unit names, comments, breifing text, switch names, location names, and other things in a map. It's very often that you'll run out of strings before finishing a map (which is really fun, completely halts development). So, the solution is to move all of the non-GUI strings like switch names, trigger comments, location names, etc out of the map's string space and into either a seperate .txt file in the .scx or else into a custom section of the .chk. SI, Heimdall, and others have blatantly refused this feature because it would make a map that other editors (like traditional SE) couldn't read properly. I find that to be an invalid issue since it's not too difficult to give it multiple export options for formats readable in other editors, protected/compressed formats (yay, another feature they refused, and guess what, if they refuse it mac users will NEVER have it), and development formats.
You see, if any of you had ever emulated and used SF/SCMD2, and maybe had been around for discussions with the guy who made proedit (wow I can't remember his name anymore) etc, you'd know what features you're missing now and what things you won't ever see just by waiting around.
Oh, and you talk like I don't know EXACTLY what TrigEdit is? Compare this:
TrigEdit:
-One huge linear list of unorganized triggers.
-Triggers in a textual pseudo-function format.
-No Autocomplete whatsoever.
-You get to save and compile the triggers manually and add them to the map yourself.
SF Trigs:
-Graphical/Text organization of triggers somewhat similar to original staredit.
-Every trigger is listed by comment, similar to classic staredit.
-Triggers in a textual pseudo-function format.
-Typing out a trigger name or argument will bring up a list, where the most likely completion is highlighted. Hitting tab will autocomplete with the current highlighted entry.
-You don't deal with compiling and saving triggers, it's done automatically (with a save button just like on classic staredit, rather than save/compile/whatever).
So, in conclusion, TrigEdit is just a huge mass of text because that's what DW likes, while SF's trigger system is nice and organized and does things to make triggering go FASTER. Between classic SE, SF, and TrigEdit, I have never had ANYTHING come close to the sheer speed and power of SF's editor, and if you think TrigEdit is going to be a 'Fully working' trigger editor, then you have obviously never tried to edit triggers from scratch in Trigedit (oh, and the fact that there's no help for the syntax is really great too!).
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You can afford having the strings be there; there's not actual "1024" string limit, only in terms of compatibility with SE/SCXE. If you delete them, the map won't be compatible with SE/SCXE anyway. Yes, it might actually be a nifty feature at the very end when you're not actively using triggers with locations (what a pain in the
ass it would be to try to differentiate between "Location 34" and "Location 56" when editing triggers), but at that point you really won't care about the string limit (once again, which only exists for compatibility which is already broken if you delete the location/switch names). Still makes no sense to have such a feature.
Read: the string limit doesn't exist. You won't get much by deleting switch/location names.
You mean Clokr_? What innovative features did he have? String recycling? That's done by SCMD2. PROEdit is virtually useless now that it's protection is succeeded by Uberation and the rest can be done/is done by SCMD2. It seems that you honestly underestimate what SCMD2 does: it has virtually everything you need barring mission briefings.
Did you notice the release of Classic TrigEdit?
You DO realize that I was talking about DW working on TrigEdit and releasing the
completed version first to Mac?
QUOTE
-One huge linear list of unorganized triggers.
-Triggers in a textual pseudo-function format.
-No Autocomplete whatsoever.
-You get to save and compile the triggers manually and add them to the map yourself.
2nd and 4th are actually liked around here by some people, that's what TrigEdit is for. That's its intent. It will get AutoComplete when it's done... Once again, if you missed it, it will be done after SCMD2:Mac is out of the door. It's
not done yet, but it
will be worked on. No, development hasn't stopped, and yes, you'll have to wait. However,
the wait isn't that longQUOTE
-Graphical/Text organization of triggers somewhat similar to original staredit.
-Every trigger is listed by comment, similar to classic staredit.
-Triggers in a textual pseudo-function format.
-Typing out a trigger name or argument will bring up a list, where the most likely completion is highlighted. Hitting tab will autocomplete with the current highlighted entry.
-You don't deal with compiling and saving triggers, it's done automatically (with a save button just like on classic staredit, rather than save/compile/whatever).
TrigEdit will get all of that (that's basically AutoComplete, the tree, and GUI cleanup), it's not done yet. It won't stay in its crippled state forever... You think they really want to keep everything crappy with triggers?
QUOTE
and if you think TrigEdit is going to be a 'Fully working' trigger editor, then you have obviously never tried to edit triggers from scratch in Trigedit
You're confusing two tenses: future and present. You're thinking of present, where TrigEdit is very hard and is a pain in the
ass in my opinion. I'm talking about future, where TrigEdit will get AutoComplete, color coding, and a better organizational method (whether it's the tree or anything else).
By the way, instead of writing a
completely new editor from scratch just because of the trigger editor, why not simply write
a trigger editor? I realize you want something for the Mac, but won't this hold you over if you have qualms over SCMD2 as an editor?
You can simply wait (a month or two? not that long...) for SCMD2:Mac to come out and look the trigger editor it will get.
QUOTE(Haplo @ Feb 4 2006, 01:05 PM)
SC maps use 16 bit addresses to address strings, meaning it can adress up to 65,535 bytes of text, which amounts to 32,768 total characters of text. On top of that, there is limited address space for pointers to each line, so you can only actually use however many pointers there are (oh, and did I mention that each and every location name, switch name, and comment takes up one of these pointers), regardless of whether or not that takes up the whole 32,768 characters. What this means is if you're mapping along and have a lot of comments and in game text, or breifing effects (those take up a LOT) you will more than likely run out of string space or pointers for your text. I find that retarded when 384 of those pointers and huge amounts of the maximum space is taken up by "Location 0-127" and "Switch 0-255", text which the players of your map will not EVER see.
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In reality, the number is actually way less than that if you get 1 char per string (the pointers themselves take up space), not to mention the pointers are signed for some reason.
Briefing effects? Those take up no space, only the display text ones. Everything besides location and switch names that's needed by triggers is also needed in the final version of the map, meaning it makes no sense to delete them. However, switch and location names really don't take that much space on average.
There hasn't been a case where a map had so many strings, it ran out of string space. Btw, there are 256 location strings, or 64 in vanilla SC (including "Anywhere").