Staredit Network

Staredit Network -> SCMDraft -> Suggestions
Report, edit, etc...Posted by Fronter on 2005-08-13 at 17:09:46
I would like an added Protector on it, that would be pretty coinvent, instead of having to keep opening Proedit.

I like the Copy Idea alot, and I am looking forward for the new SCMDraft.
Report, edit, etc...Posted by UED77 on 2005-08-13 at 17:55:31
As for map protection, SI has previously stated that the reason why he won't implement a protector is to keep people from PM-ing him accidentially protected maps, begging him to unprotect them happy.gif

UED77
Report, edit, etc...Posted by RexyRex on 2005-08-13 at 19:47:39
Password protected maps. smile.gif
Report, edit, etc...Posted by notnuclearrabbit on 2005-08-13 at 19:52:14
[center]Password protection would be easy to impliment... Just figure out an algorhythm... Then add a PASS section to the CHK with the encoded password...
Yeah, I was thinking of doing for my editor... which is currently on hold 'til SCMacDraft comes out... Judging the competetion.
[/center]
Report, edit, etc...Posted by SI on 2005-08-13 at 21:37:49
A: the algorithm would have to be dependent on the map data or you could just copy paste your password section to another map and open it
B: Any password based check is easily circumvented by changing a few jumps unless you leave the data encrypted based on the password and use the entered password to decrypt
B.ii: If its password dependent you could by unprotecting the map via conventional means and comparing data gain the password hash.

Also I have said that if anyone wants to make a plugin to protect maps I would be willing to add the required code to call it while saving a map.
Report, edit, etc...Posted by Simulant on 2005-08-14 at 21:39:19
We know what will be coming out on the newest versions of SCMDraft2. But, could u plz tell us what will be coming out further down the road past 6.0? And, also, what was the thing on stormcoast about allowing multiple tilesets? What is that for? Any think more im in favor of. biggrin.gif
Report, edit, etc...Posted by SI on 2005-08-15 at 00:00:57
multiple tileset palettes, so multiple windows where you have tileset index open to completely different spots
Report, edit, etc...Posted by Simulant on 2005-08-15 at 00:10:46
Thanks SI for helping me. Did you say back a while that the newest version or first prereleases will be released in 2 weeks? And also would u allow me to be a beta tester, since i know alot of making pro maps and how StarEdit works.
Report, edit, etc...Posted by KrAzY on 2005-08-24 at 12:41:30
user posted image

Here's a suggestion about Locations, I hope you can do a better job than me by doing red, green, or any other random colors.
Report, edit, etc...Posted by SI on 2005-08-25 at 14:40:41
it *may* be possible to do red/orange ones, and grayish should also work, I'll look into it sometime.
Report, edit, etc...Posted by KrAzY on 2005-08-26 at 17:51:07
Here's a sample of Red, Orange and gray.

user posted image
Report, edit, etc...Posted by Urmom(U) on 2005-09-12 at 20:34:16
can you make a zoom over 100%? Maybe so that it adjusts to the actual Starcraft screen because it would help alot. and maybe even take out the spots where the the console on the bottom is or would this be to hard to do
Report, edit, etc...Posted by Centreri on 2005-09-28 at 16:24:51
This might sound noobish and might take a loong time to do and everything..
And will make some terrain count for less..
So u can make higher elevation cliffs and such..
Like in warcraft 3, there are about 20 elevations you can do with cliffs, allowing you to do real mountains..
This is hard to do in starcraft using terraining, and for those (like me) who suck at cliffs, an excellent idea will be to make an elevation editor, so it put together the tiles without blockiness automatically and allowed anyone to make good interesting high elevation maps.

This would be awesome, once again i know i sound noobish, i know its very hard, but just a thought
Report, edit, etc...Posted by Subrosian on 2005-10-16 at 23:32:09
I've been using starforge to reformat terrain when I used SC picture mapper to start the terrain off for my maps (and sometimes when I have the wrong terrain) and I could do that easily in SF since the terrain placer was at the bottom-right of the cursor, but in this the terrain box is in the middle. Could you make a choice between those two?

ADDITION:
Also, can you make Trigedit have starforge-like trigger syntax, and for the triggers involving units, can you make them show custom unit names, instead of always the default one? I use some as death count values, and when I switched from starforge to this program, my triggers became quite confusing...
Report, edit, etc...Posted by SI on 2005-10-17 at 09:38:44
custom unit names will be reenabled in the next trigedit version, we had to disable it because people were naming multiple units identically and that confused the parser.
Report, edit, etc...Posted by Dr.Shotgun on 2005-10-23 at 11:38:51
I said before, SCMD screws up SF strings, and I tend to like SF's string viewer better, mainly because the string views better, you select it and get a fullsize preview of one instead of a smaller one, with other strings thrown in.
Report, edit, etc...Posted by DI- on 2005-10-23 at 14:22:12
I have a few ideas to suggest for a later version of SCMDraft2, if it is welcome.

If possible allow multiple folder layout options:
#1- Standard StarEdit Layout
#2- SCXE Layout
#3- SF Layout
#4- Clutter Layout (Just Units Without Folders & Subfolders)
#5- Project Layout (Extremely Organized for Advanced Map-Makers)
#6- Add all units that crash the game, as in FartyEdit (If Reasonable)

If you decide to use the following suggestions or appreciate the ideas plz PM me.
P.S. Is it possible to add any of that stuff?
Report, edit, etc...Posted by KrAzY on 2005-10-26 at 11:27:21
SI, did you even tryout the Colored Locations?
Report, edit, etc...Posted by evolipel on 2005-10-26 at 12:16:55
QUOTE(Dr.Shotgun @ Oct 23 2005, 10:38 AM)
I said before, SCMD screws up SF strings, and I tend to like SF's string viewer better, mainly because the string views better, you select it and get a fullsize preview of one instead of a smaller one, with other strings thrown in.
[right][snapback]339588[/snapback][/right]

SCMD doesn't screw up "SF strings". It deals with strings in a more orderly fashion than SF (recycling, etc), and I think the only bug with it "screwing up" anything is some trigger-related strings (I think comments were the problem) not being unlinked after being recycled. I'm pretty sure SF doesn't understand linked ("recycled") strings, so if you're having problems with them not being unlinked in SF, it's SF's fault.

SCMD2 also gives you a "full-size preview" of the strings, just that displaying adjacent strings was somewhat of a more efficient use of all that empty space.
Report, edit, etc...Posted by SI on 2005-10-26 at 19:18:29
QUOTE(KrAzY @ Oct 26 2005, 10:27 AM)
SI, did you even tryout the Colored Locations?
[right][snapback]341815[/snapback][/right]

I've been busy with work lately and havn't had time to really code anything sad.gif
Report, edit, etc...Posted by Forsaken on 2005-10-26 at 23:48:57
QUOTE(KrAzY @ Oct 26 2005, 08:27 AM)
SI, did you even tryout the Colored Locations?
[right][snapback]341815[/snapback][/right]



Oh oh! That wold be so farking awsome! That would make my life SO much easier. This would be one hell of a step up to people that work on RPG's. That would create a whole new level of organization!
Report, edit, etc...Posted by DI- on 2005-10-28 at 23:59:37
Let me till you how much i enjoy scmdraft2 to try to encourage you to continue programming soon! w00t.gif
Report, edit, etc...Posted by Dr.Shotgun on 2005-10-29 at 09:30:11
My string problem has to do with the colors of strings, they tend to get messed up between SF and SCMD. For example, sometimes white becomes red. It ussually has to do with the type of string.
Report, edit, etc...Posted by SI on 2005-10-29 at 10:24:14
send me a map which messes up when opening in scmdraft.
Report, edit, etc...Posted by DI- on 2005-10-29 at 12:23:15
QUOTE
I have a few ideas to suggest for a later version of SCMDraft2, if it is welcome.

If possible allow multiple folder layout options:
#1- Standard StarEdit Layout
#2- SCXE Layout
#3- SF Layout
#4- Clutter Layout (Just Units Without Folders & Subfolders)
#5- Project Layout (Extremely Organized for Advanced Map-Makers)
#6- Add all units that crash the game, as in FartyEdit (If Reasonable)

If you decide to use the following suggestions or appreciate the ideas plz PM me.
P.S. Is it possible to add any of that stuff?


Plz answer my question SI?
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