Staredit Network

Staredit Network -> SCMDraft -> Suggestions
Report, edit, etc...Posted by h3ih02 on 2006-01-27 at 12:43:41
I was thinking about triggers and how its hard to organize them with a lot and came up with an idea that i think would be very good. Instead of letting people only group the triggers in P1-8, All Players, Forces and so on, you could let them create their own groups. In the treeview you could right click and create a group, for example "Waves" to keep all the spawn triggers for a defence map. Im not sure how you could keep the groups/group names when you save the map but you could keep track of groups by haveing maybe a special charactor for comments that showed the next caractor was the group ID then give every group a numer or something. Im not really sure about how it would work but it would make triggers soooo much easier to organize and keep track of, making things go smoother.
Report, edit, etc...Posted by evolipel on 2006-01-27 at 15:00:31
QUOTE(h3ih02 @ Jan 27 2006, 12:43 PM)
I was thinking about triggers and how its hard to organize them with a lot and came up with an idea that i think would be very good. Instead of letting people only group the triggers in P1-8, All Players, Forces and so on, you could let them create their own groups. In the treeview you could right click and create a group, for example "Waves" to keep all the spawn triggers for a defence map. Im not sure how you could keep the groups/group names when you save the map but you could keep track of groups by haveing maybe a special charactor for comments that showed the next caractor was the group ID then give every group a numer or something. Im not really sure about how it would work but it would make triggers soooo much easier to organize and keep track of, making things go smoother.
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The problem with that is that any information besides what is already in the map format will be discarded by the other editors, even if SCMD2 uses/recognizes it. Thus, you can't add in any "extra" sections or else you'll lose them.

The comment idea is actually a pretty good solution to this if people will be willing to put up with non-displaying/messed up comments in other editors, but it has to be done a bit differently from what you said. What I'd do is make the special character be an ID that the trigger for which the comment applies has a special sub-group. Then, the next 2 characters after that will indicate the string number of the group, and the comment follows after that. The map size will only be slightly larger (not by much though, usually way less than 1kb).

The other editors might see this as a weird character and no string at all (since the next byte might be "0"), or a series of 3 weird characters and the regular comment after that.
Report, edit, etc...Posted by Zombie on 2006-02-01 at 13:24:59
This might have already been mentioned but:


•Things names. (Like when you rename some thing it acually shows up in the unit list. EX:Rename marine to john, but in the unit list it still shows Terran Marine)

•Colors. Like in xtra have colors on the sides wink.gif

•Switch names

•Trigger saving
Report, edit, etc...Posted by Joshgt2 on 2006-02-01 at 15:39:33
QUOTE(Blood_Rayne_Lover @ Feb 1 2006, 01:24 PM)
This might have already been mentioned but:
•Things names. (Like when you rename some thing it acually shows up in the unit list. EX:Rename marine to john, but in the unit list it still shows Terran Marine)

•Colors. Like in xtra have colors on the sides wink.gif

•Switch names

•Trigger saving
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You're right, they have been said... And I think all by me... LOL. Thing is I didn't hear anything back on those topics I suggested I don't think.
Report, edit, etc...Posted by evolipel on 2006-02-01 at 16:07:04
QUOTE(Blood_Rayne_Lover @ Feb 1 2006, 01:24 PM)
This might have already been mentioned but:
•Things names. (Like when you rename some thing it acually shows up in the unit list. EX:Rename marine to john, but in the unit list it still shows Terran Marine)

•Colors. Like in xtra have colors on the sides wink.gif

•Switch names

•Trigger saving
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The names of the units in the tree being changed will cause confusion. If anything, the feature should be toggleable.

Colors would be weird and pretty much pointless since how are you supposed to describe some of those "extended" colors (anything above 8)? "Weird black thing that changes"? Besides, they can change from tileset to tileset, and have various other factors... This is the same reasoning behind not including color "quick links" to various string editing dialogs (barring the Map Description dialog).

Switch names & the rest of the trigger functionality will come later, when DW finishes SCMD2:Mac up to a point and starts working on TrigEdit again. This includes briefings, etc. As for Classic TrigEdit, SI says he'll try to work on it some more after the 10th.
Report, edit, etc...Posted by Rantent on 2006-02-02 at 03:14:04
I hope this "point" you speak of will mean finished. tongue.gif

Anyway, I was just checking to say that I never did find out if my idea was heard before, but the best possible addition to an editor for me would be to be able to create folders in which you could place triggers you've made. I have gotten into the tendency of making rather long systems of triggers, which I always end up confused as whats what. (If anyone has seen my triggering style they know that I like to name each trigger for what it does, but thats still not enough for me, mainly because I work on one thing for about an hour then switch to a different map.)

If you could add this small idea it would help me out tremendously.
Report, edit, etc...Posted by evolipel on 2006-02-03 at 15:38:37
QUOTE(Rantent @ Feb 2 2006, 03:14 AM)
I hope this "point" you speak of will mean finished. tongue.gif

Anyway, I was just checking to say that I never did find out if my idea was heard before, but the best possible addition to an editor for me would be to be able to create folders in which you could place triggers you've made. I have gotten into the tendency of making rather long systems of triggers, which I always end up confused as whats what. (If anyone has seen my triggering style they know that I like to name each trigger for what it does, but thats still not enough for me, mainly because I work on one thing for about an hour then switch to a different map.)

If you could add this small idea it would help me out tremendously.
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This was mentioned last page. Yes, it's possible to add this but it won't have any compatibility with other editors (obviously).
Report, edit, etc...Posted by Azu on 2006-02-04 at 09:50:32
My suggestions for improving SCMDraft2:

Make an option to remove the auto update screen thingy, it's a waste of time clicking close over and over every single time I open SCMDraft2

Make it so can right click anywhere on the map and through a sub-menu switch to units, sprites, or w/e, like in starforge. This will make it MUCH more efficient

It's such an annoying waste of time clicking on UNITS
ZERG
SPECIAL
*
COCOON
Right click somewhere on map

Just to be able to select units and s tuff

Should be able to just right click and click unit and bam

And also the terrain is just SO farkING DARK I can't see it at all
Make an option to turn up the brightness of the terrain or better yet, make it so the terrain in SCMDRAFT2 looks the same as it does in starcraft!

Make an option to by-pass the thing where you select your profile or w'e, it's always a waste of timing clicking ok on that every single time I try to run SCMDraft2..

Oh and, the trig-edit built into SCmDraft2, it DOESN'T farkING WORK AT ALL

YOU CAN'T EVEN SAVE CHANGES YOU MAKE IN IT

SAME WITH THE BRIEFING EDITER

X_X

So every time I want to change the briefing

I have to open it up in starforge

Also make it so the classic trigedit works for editiing mission briefings to!

Oh when you goto grid, colors, and try to click on custom, it doesn't work, the button is broken or something. That needs fixed.

And also when I try to convert the terrain, it messes it all up, for example if the terrain in Installation is substructure, and I try to change it to Twilight, it's suppost to change the substructure into dirt.. but instead it changes it into NULL TERRAIN and it's all farked up, that also needs fixed


Once all of these changes/fixes are made then SCMDraft2 will be the best map editer there is in the mean time it's a pain in the ass to work with..
Report, edit, etc...Posted by Ja12 on 2006-02-04 at 10:50:43
For my the biggest bug is the uncompliooshed mission briefing...I think in scmdraft shoud be a two mission briefing system one lika a starforge two like a extra editor
Report, edit, etc...Posted by evolipel on 2006-02-04 at 13:07:30
QUOTE(Azu @ Feb 4 2006, 09:50 AM)
My suggestions for improving SCMDraft2:

Make an option to remove the auto update screen thingy, it's a waste of time clicking close over and over every single time I open SCMDraft2

Make it so can right click anywhere on the map and through a sub-menu switch to units, sprites, or w/e, like in starforge. This will make it MUCH more efficient

It's such an annoying waste of time clicking on UNITS
ZERG
SPECIAL
*
COCOON
Right click somewhere on map

Just to be able to select units and s tuff

Should be able to just right click and click unit and bam

And also the terrain is just SO farkING DARK I can't see it at all
Make an option to turn up the brightness of the terrain or better yet, make it so the terrain in SCMDRAFT2 looks the same as it does in starcraft!

Make an option to by-pass the thing where you select your profile or w'e, it's always a waste of timing clicking ok on that every single time I try to run SCMDraft2..

Oh and, the trig-edit built into SCmDraft2, it DOESN'T farkING WORK AT ALL

YOU CAN'T EVEN SAVE CHANGES YOU MAKE IN IT

SAME WITH THE BRIEFING EDITER

X_X

So every time I want to change the briefing

I have to open it up in starforge

Also make it so the classic trigedit works for editiing mission briefings to!

Oh when you goto grid, colors, and try to click on custom, it doesn't work, the button is broken or something. That needs fixed.

And also when I try to convert the terrain, it messes it all up, for example if the terrain in Installation is substructure, and I try to change it to Twilight, it's suppost to change the substructure into dirt.. but instead it changes it into NULL TERRAIN and it's all farked up, that also needs fixed
Once all of these changes/fixes are made then SCMDraft2 will be the best map editer there is in the mean time it's a pain in the ass to work with..
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The reason AutoUpdate is locked as "enabled" for the beta is so that people will always get the latest version when it comes out. This was due to so many people having really old versions and complaining. Yes, I think there should be an option to disable it.

EDIT: AutoUpdate is only locked on prereleases, not final betas.

If you mean to integrate unit selection in the context menus, that will be very, VERY messy.

Terrain DOES look exactly the same in SC as it does in SCMD2. It uses everything SC uses (it's the only program that does this besides SE/SCXE). If it's too dark, turn the monitor brightness up or something. Hell, even the minimap looks the same as far as I know.

TrigEdit works. Click on the "Compile Triggers" button (the little checkmark up top) to save your triggers. Yes, it's not polished or anything, but it works. As far as I know, you really can't edit mission briefings with SCMD2 at this point. Classic TrigEdit will get a mission briefing editor soon, as soon as SI gets time to work on it.

The grid works fine, I don't know why you're having problems... Are you sure you're setting the properties of the correct grid?

Convert terrain won't ever work perfectly for all the tilesets; it's not not possible.
Report, edit, etc...Posted by Ja12 on 2006-02-04 at 16:16:28
and what about my suggestion ? smile.gif
Report, edit, etc...Posted by evolipel on 2006-02-04 at 19:13:42
QUOTE(Ja12 @ Feb 4 2006, 04:16 PM)
and what about my suggestion ? smile.gif
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Well, I'm not an official or anything on part of SI. I just correct people if they're mistaken about suggestions to keep this thread clean, but it's already muddy anyway. Meaning, if what they're suggesting is already in SCMD2, etc.

Thus, your suggestion was perfectly fine, but of course, a mission briefing editor is already planned.
Report, edit, etc...Posted by Azu on 2006-02-04 at 21:14:58
QUOTE(evolipel @ Feb 4 2006, 11:07 AM)
The reason AutoUpdate is locked as "enabled" for the beta is so that people will always get the latest version when it comes out. This was due to so many people having really old versions and complaining. Yes, I think there should be an option to disable it.

EDIT: AutoUpdate is only locked on prereleases, not final betas.

If you mean to integrate unit selection in the context menus, that will be very, VERY messy.

Terrain DOES look exactly the same in SC as it does in SCMD2. It uses everything SC uses (it's the only program that does this besides SE/SCXE). If it's too dark, turn the monitor brightness up or something. Hell, even the minimap looks the same as far as I know.

TrigEdit works. Click on the "Compile Triggers" button (the little checkmark up top) to save your triggers. Yes, it's not polished or anything, but it works. As far as I know, you really can't edit mission briefings with SCMD2 at this point. Classic TrigEdit will get a mission briefing editor soon, as soon as SI gets time to work on it.

The grid works fine, I don't know why you're having problems... Are you sure you're setting the properties of the correct grid?

Convert terrain won't ever work perfectly for all the tilesets; it's not not possible.
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Why isn't it possible for convert terrain to work properly?
Why doesn't the save button on TrigEdit work?
Why doesn't the save button on briefing compiler work?
What's so messy about intergrating unit selection into the context menu? All the other editors out there already do it.
And wtf do you mean properly set the settings, the "settings" won't even open.
Options>Grid>Color>Other
Is what I click
But nothing happens
The menu just closes as if I clicked on a blank space
And yes the tiles themselves look like in starcraft except they are much much darker, an option to adjust the brightness would be very nice.
Everything on my monitor looks exactly like it should look except for the terrain in SCMDraft2 which is almost PITCH BLACK
If I turn up the brightness on my monitor then everything else will be far TO bright!
Just a simple bar you can slide back and forth in the settings to adjust the brightness of the terrain would be very very nice
The units and everything show up fine though
Report, edit, etc...Posted by evolipel on 2006-02-05 at 02:14:06
QUOTE(Azu @ Feb 4 2006, 09:14 PM)
Why isn't it possible for convert terrain to work properly?
Why doesn't the save button on TrigEdit work?
Why doesn't the save button on briefing compiler work?
What's so messy about intergrating unit selection into the context menu? All the other editors out there already do it.
And wtf do you mean properly set the settings, the "settings" won't even open.
Options>Grid>Color>Other
Is what I click
But nothing happens
The menu just closes as if I clicked on a blank space
And yes the tiles themselves look like in starcraft except they are much much darker, an option to adjust the brightness would be very nice.
Everything on my monitor looks exactly like it should look except for the terrain in SCMDraft2 which is almost PITCH BLACK
If I turn up the brightness on my monitor then everything else will be far TO bright!
Just a simple bar you can slide back and forth in the settings to adjust the brightness of the terrain would be very very nice
The units and everything show up fine though
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1. Converting different tilesets won't work because not every single value for one tileset has a corresponding value in another tileset.
2. ...because it's not meant to work? Did you even read my post or did you just quote it and assumed I didn't have a point? Use the "Compile Triggers" button.
3. See #2. Also, the mission briefing editor doesn't work (I'm not sure exactly what is wrong with it, but use caution when using it).
4. I wasn't too sure about what you meant for the unit selection for context menus suggestion, so I assumed you meant add in a "Units" submenu with all the different options for different units (to select units without using the tree). So please, clarify yourself on this.
5. Yeah, that button doesn't seem to do anything. I meant use Options>Grid>Custom.
6. Yeah, I guess it could be implemented, but still not much of a benefit for the work (the brightness settings).
Report, edit, etc...Posted by Red2Blue on 2006-02-05 at 03:06:46
I personally think that all these new age editors should have an option to revert back to the old style or have some sort of old styled sections tied to it. Such as an old styled trigger editor and a new styled and along those lines.

It's annoying to have to use different programs to achieve the perfect feel.
Not everyone can easily convert to a new style of triggering.
Report, edit, etc...Posted by Ja12 on 2006-02-05 at 11:06:18
QUOTE
  I personally think that all these new age editors should have an option to revert back to the old style or have some sort of old styled sections tied to it. Such as an old styled trigger editor and a new styled and along those lines.

It's annoying to have to use different programs to achieve the perfect feel.
Not everyone can easily convert to a new style of triggering.


Exacly thats why i think it shoud be a lots of plugin for scmdraft smile.gif
Report, edit, etc...Posted by Azu on 2006-02-05 at 21:39:28
QUOTE(evolipel @ Feb 5 2006, 12:14 AM)
1. Converting different tilesets won't work because not every single value for one tileset has a corresponding value in another tileset.
2. ...because it's not meant to work? Did you even read my post or did you just quote it and assumed I didn't have a point? Use the "Compile Triggers" button.
3. See #2. Also, the mission briefing editor doesn't work (I'm not sure exactly what is wrong with it, but use caution when using it).
4. I wasn't too sure about what you meant for the unit selection for context menus suggestion, so I assumed you meant add in a "Units" submenu with all the different options for different units (to select units without using the tree). So please, clarify yourself on this.
5. Yeah, that button doesn't seem to do anything. I meant use Options>Grid>Custom.
6. Yeah, I guess it could be implemented, but still not much of a benefit for the work (the brightness settings).
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1. A lot of them do though, but still they arn't converted right.. for example installation substructure should be converted into twilight dirt but instead it's null terrain
Null terrain should stay as null terrain but instead it is converted into dirt
wtf
2. If the button isn't meant to work then why is the button even there?
3. See #3
4. No not all the differant options, just so you can select unit, or terrain, or w/e, and then be able to select those things. Like in staredit, starforge, and xtra edit.
5. If the button doesn't do anything why is it there?
6. Well it would be a benifit for people like me who can't make out pitch black terrain due to not having there monitor set so brightly that is it unhealthy for our eyes
Report, edit, etc...Posted by evolipel on 2006-02-05 at 22:36:06
QUOTE(Azu @ Feb 5 2006, 09:39 PM)
1. A lot of them do though, but still they arn't converted right.. for example installation substructure should be converted into twilight dirt but instead it's null terrain
Null terrain should stay as null terrain but instead it is converted into dirt
wtf
2. If the button isn't meant to work then why is the button even there?
3. See #3
4. No not all the differant options, just so you can select unit, or terrain, or w/e, and then be able to select those things. Like in staredit, starforge, and xtra edit.
5. If the button doesn't do anything why is it there?
6. Well it would be a benifit for people like me who can't make out pitch black terrain due to not having there monitor set so brightly that is it unhealthy for our eyes
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1. It's a direct conversion. Honestly, try taking the .chk of an installation map and changing "ERA " from the installation tileset code to the twilight one. You'll get the same results. It's very tedious to map every single terrain code to its functional equal in other tilesets, and in a lot of cases impossible.
2. Because as far as I can remember DW used WTL to create TrigEdit and didn't bother to remove the default GUI stuff. It's just some cosmetic stuff that will get cleaned up when the final version of TrigEdit will be released (after SCMD2:Mac).
3. See #2
4. Ok:

Suggestion:
- "Make the current layer (units, locations, etc.) toggle-able from the context menus."

5. It was left over from a previous pre-release when the custom grid settings stuff got put in (SI probably forgot to take it out). Once again, it's minor cosmetic stuff that will probably be taken out in the next pre-release.
6. Ok:

Suggestion:
- "Make a brightness setting slider somewhere in the options for terrain, if possible."
Report, edit, etc...Posted by Azu on 2006-02-06 at 03:12:21
QUOTE(evolipel @ Feb 5 2006, 08:36 PM)
1. It's a direct conversion. Honestly, try taking the .chk of an installation map and changing "ERA " from the installation tileset code to the twilight one. You'll get the same results. It's very tedious to map every single terrain code to its functional equal in other tilesets, and in a lot of cases impossible.
2. Because as far as I can remember DW used WTL to create TrigEdit and didn't bother to remove the default GUI stuff. It's just some cosmetic stuff that will get cleaned up when the final version of TrigEdit will be released (after SCMD2:Mac).
3. See #2
4. Ok:

Suggestion:
    - "Make the current layer (units, locations, etc.) toggle-able from the context menus."

5. It was left over from a previous pre-release when the custom grid settings stuff got put in (SI probably forgot to take it out). Once again, it's minor cosmetic stuff that will probably be taken out in the next pre-release.
6. Ok:

Suggestion:
    - "Make a brightness setting slider somewhere in the options for terrain, if possible."
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1. Ok
2. Why don't they just take it out now? I doupt I'm the only person who is confused by it because... see #7
3. See #2
4. Ok
5. Why don't they just make it work or take it out now?
6. Ok
7. The save buttons don't do anything, and everyone is saying to use the compile button instead, well where the fark is the compile button? Maybe make it easier to find? I've mouse-overered all of th buttons and none of them say compile and there is no "compile" in any of the menus..
Report, edit, etc...Posted by Fwop_ on 2006-02-06 at 04:27:18
A few suggestions:

1. When using the move-up and move-down command through the actions list (I haven't checked with conditions) the box doesn't follow if it goes abover or under. Really bothersome to have to keep using the scroll box.

2. Even when the "Show Powered Status" option in the "Display Options" is turned off, when clicked on a protoss building, the powered status will remain after unclicked.

3. And something I thought might be interesting. Maybe have a setting where you can see the sight range of a unit. Like if one were to click the unit with the setting turned on, it would cover the map in fog of war and have just the vision of that unit.
Report, edit, etc...Posted by Azu on 2006-02-06 at 05:33:53
3. would be very usefull for me I really hope they add that o.0
Report, edit, etc...Posted by evolipel on 2006-02-06 at 18:18:59
QUOTE(Azu @ Feb 6 2006, 03:12 AM)
1. Ok
2. Why don't they just take it out now? I doupt I'm the only person who is confused by it because... see #7
3. See #2
4. Ok
5. Why don't they just make it work or take it out now?
6. Ok
7. The save buttons don't do anything, and everyone is saying to use the compile button instead, well where the fark is the compile button? Maybe make it easier to find? I've mouse-overered all of th buttons and none of them say compile and there is no "compile" in any of the menus..
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...because it would make very little sense to release an update as minor as that for some basic cosmetic changes. The compile button, as I've said before, is the little check mark up on the top of the trigger window.

QUOTE(Fwop_ @ Feb 6 2006, 04:27 AM)
A few suggestions:

1.  When using the move-up and move-down command through the actions list (I haven't checked with conditions) the box doesn't follow if it goes abover or under.  Really bothersome to have to keep using the scroll box.

2.  Even when the "Show Powered Status" option in the "Display Options" is turned off, when clicked on a protoss building, the powered status will remain after unclicked.

3.  And something I thought might be interesting.  Maybe have a setting where you can see the sight range of a unit.  Like if one were to click the unit with the setting turned on, it would cover the map in fog of war and have just the vision of that unit.
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1. Yeah, it could be implemented.
2. This is more of a bug.

QUOTE(Azu @ Feb 6 2006, 05:33 AM)
3. would be very usefull for me I really hope they add that o.0
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...as for #3 above: they already do have that tongue.gif . Meaning, select the fog of war preview layer.
Report, edit, etc...Posted by Azu on 2006-02-07 at 01:22:36
QUOTE(evolipel @ Feb 6 2006, 04:18 PM)
The compile button, as I've said before, is the little check mark up on the top of the trigger window.
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Oh. Well it's bugged, when I mouse-over it, it doesn't say what it is, but it does with all the other buttons (The ones that don't even do anything)

confused.gif

And there is nothing usefull in the help menu that explains anything..
Report, edit, etc...Posted by evolipel on 2006-02-07 at 15:54:04
QUOTE(Azu @ Feb 7 2006, 01:22 AM)
Oh. Well it's bugged, when I mouse-over it, it doesn't say what it is, but it does with all the other buttons (The ones that don't even do anything)

confused.gif

And there is nothing usefull in the help menu that explains anything..
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Once again, all of that is because DW didn't take the default stuff out of the template that he used.
Report, edit, etc...Posted by Azu on 2006-02-07 at 21:26:11
If it's such a simple minor bug or w/e wouldn't it be easy to fix it and upload the fixed version? Probally take what, 5 minutes? =/
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