Staredit Network

Staredit Network -> SCMDraft -> Suggestions
Report, edit, etc...Posted by KrAzY on 2005-06-10 at 19:25:45
SI, 14 days now... what about the suggestions?
Report, edit, etc...Posted by HeRtZ on 2005-07-04 at 02:10:37
What you should do is make a minimize option on the terrain palet, that ALWAYS gets in the way when im working on my terrain, ALWAYS
Report, edit, etc...Posted by UED77 on 2005-07-04 at 22:13:11
SI, DarkWizzard, I think SCMDraft 2 is great, so far.

However, I would like to request a few features.

Could TrigEdit handle switches and locations by the switch number and the location ID, rather than the string associated with it?
Recently, in a Starchitects map we were working on, TrigEdit corrupted the Switch names, and without handling the switch by its ID, I currently cannot use any triggers that have a switch-related even in them.

Another feature I would like to see would be a string editor similar to TBLPad, in which you could create a string with any ID you wish.

Yet another one I would find really useful would be a raw, non-graphical MRGN section editor, including the ability to assign a string ID as the name of the location.

Also, in every single place where strings are used, I would welcome if I could enter a string ID instead of the string itself.

And it would be an added bonus if this enhanced string editor could be open simultaneously with TrigEdit or LocEdit.

Thanks, and keep up the good work.

UED77
Report, edit, etc...Posted by ShadowBrood on 2005-07-04 at 23:12:33
Dude, UED, just use Death Counters. It's so much more effective. You can even use Death Counters as waits.
Report, edit, etc...Posted by UED77 on 2005-07-04 at 23:17:29
In some instances, death counters are not the right tool for the task smile.gif

But come think of if, the chk spec always refers to strings by their IDs, not their actual values. If that is the case, why can't an editor handle them by their IDs? Not only it's much simpler than the already implemented method, it's also much more powerful, as you could choose not to use strings at all for switches or locations, as you already can with hex editing, but not with an editor.

UED77
Report, edit, etc...Posted by Urmom(U) on 2005-07-14 at 13:22:08
can you make it so that if you change the mineral amount of a patch, it shows what itll look like in-game in the editor?
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-07-14 at 15:01:46
This is a very small sugguestion but could you make it so that you can chose the default mineral patch ammount for all 3 mineral patch types and possibly even add in a randomizer option.
Report, edit, etc...Posted by chuiu on 2005-07-14 at 15:38:23
Randomizer would be very cool, I hate having to randomly choose them myself. tongue.gif
Report, edit, etc...Posted by SI on 2005-07-14 at 16:15:03
QUOTE(urmom @ Jul 14 2005, 12:22 PM)
can you make it so that if you change the mineral amount of a patch, it shows what itll look like in-game in the editor?
[right][snapback]262359[/snapback][/right]

doesn't it already do that? It should on load and I'm not sure about after editing
Report, edit, etc...Posted by Felagund on 2005-07-30 at 13:30:40
Could you have the ability to place doodads (terrain + sprites in some cases).

It would save a lot of time.
Report, edit, etc...Posted by SI on 2005-07-30 at 13:46:28
open the doodad layer
select the doodad you want to place
place it.
Report, edit, etc...Posted by Dr.Shotgun on 2005-08-02 at 06:15:16
Now that unit copy&paste is here, and brushes are planned, could you have:
Sprite copy&paste
Doodad copy&paste
"reigonal" copy&paste (copy and paste the terrain, units, sprites and doodads of an area)
Map reavealer for a location, not the entire map (specfiy location and it will place the map revealers so that the location is fully visible)
location grids- lock locations together so if you move one, it moves the entire grid of locations.
Report, edit, etc...Posted by SI on 2005-08-02 at 08:56:38
Most of those are either planned or already half done actually, they will be released next monday to the beta site or to some random testers.
Report, edit, etc...Posted by UED77 on 2005-08-06 at 22:32:39
A couple more suggestions:

- Redefinable TrigEdit syntax
- Correcting inconsistencies in TrigEdit syntax (eg. "Leader Board" vs. "Leaderboard")
- StarForge-compatible Default syntax (1-to-1 correspondance in Conditions and Actions for quick copy-paste)
- Square terrain matching that actually looks natural, not blocky
- Ability to redefine coordinates of placed units in the properties window
- Ability to redefine coordinates of placed locations in the properties window
- Properties window to pop up when double-clicking on location name in list

UED77
Report, edit, etc...Posted by Dr.Shotgun on 2005-08-07 at 03:30:11
1.Starforge style trigedit.
2.SCMD trigedit
3.GUI trigedit.
All three should be included, although a GUI would take a while.
Report, edit, etc...Posted by SI on 2005-08-07 at 10:31:18
QUOTE(UED77 @ Aug 6 2005, 09:32 PM)
A couple more suggestions:
- Square terrain matching that actually looks natural, not blocky

UED77
[right][snapback]280692[/snapback][/right]

Not quite sure what you mean with that.

ADDITION:
QUOTE(Dr.Sh0tgun @ Aug 7 2005, 02:30 AM)
1.Starforge style trigedit.
2.SCMD trigedit
3.GUI trigedit.
All three should be included, although a GUI would take a while.
[right][snapback]280913[/snapback][/right]

I have no plans for GUI or SF style trigedit. If someone wants to make a plugin for that thats fine with me tho, thats why I made the plugin interface.
Report, edit, etc...Posted by UED77 on 2005-08-07 at 13:06:07
In the attachment, the left 8ยท6 block of platform was made by SCMDraft. The right one was made by Starforge with a 50% clutter setting, to give a similar look. As you can see, the SCMDraft one is highly blocky, as it doesn't match tiles with its neighbors, whereas Starforge's is nice and smooth.

It is because of its square terrain and redefinable syntax, and the other reasons I listed in the above post that I continue to use Starforge occasinally, but since I acknowledge SCMDraft is a more mature editor, I would like to see the currently-missing SF functionalities added to it.

UED77
Report, edit, etc...Posted by SI on 2005-08-07 at 15:45:24
oh, thats what you mean. I can reaneble that, that used to be on for rectangular terrain and off for square, after both kinds where merged to square it may have been killed.

Heres a question fo r you: Would it be more useful to only line up tiles in the placed block or to line up with previously placed tiles at the border? I would go with the latter.
Report, edit, etc...Posted by UED77 on 2005-08-07 at 17:48:58
I would prefer the latter, and I thank you for asking my input on this matter. happy.gif

UED77
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-08-09 at 09:14:11
Maybe you could add a copy and past pallet that would :
1. have spots you checkmark to chose what all to include in the selected area (units,doodads,terrain etc)
2. be able to look at the display to see what will be placed
3. be able to unselect and select things in the display
4. choose how many tiles area to include in the display example 1x1 1x3 3x3 and make it as a ammount you type in
Report, edit, etc...Posted by SI on 2005-08-09 at 09:59:06
I am working on a copy paste LAYER which will let you select terrain / doodads / units / sprites, however I dont plan on any palette to preview it, the brush should be enough.
Also if you are pasting a combination of layers and set the layer to units it will only show the selected units etc, thats the filtering that is planned.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-10 at 07:06:16
i think this topic is way flooded but... i would like to be able to make SF triggers on a program that works on my computer, cauz for sum reason SF dont work for me... i cant use it, so this would be so awsome for scm draft! or maybe put on sc xtra?
Report, edit, etc...Posted by HeRtZ on 2005-08-11 at 04:00:16
this new scmdraft sounds awesome, personally i like scmdraft now, heimdal is to lazy for a new SF. i think you should add a extended trigger thing like uberedit =o.... not to copy or anything i think that would be awesome

~Laps(U)
Report, edit, etc...Posted by Gigins on 2005-08-13 at 11:27:05
This must be posted before me but it would be awesome if you added trigger editor like in SCXE or directly from SCXE. Because I don't seem to understand the text trigger editor in scmdraft2. I do all the trigger stuff on SCXE and then everything else on scmdraft. But if I have to fix or change triggers SECX deletes a lot of units and sprites, and it really sucks. Please add that kind of trigger edit to scmdraft.
Report, edit, etc...Posted by UED77 on 2005-08-13 at 16:03:25
The request for an SCXE-style GUI Trigger Editor has been posted countless times, and SI has responded the same way. He does not intend to make a Trigger Editor like that. If you can program, you can make a plugin for it. If you can't, either learn the syntax or use SCXE. I don't mean to be blunt, but that's the answer, and it has really been repeated hundreds of times.

UED77
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