before the other topics are flooded </sarcasm>
Faster scrolling through the Master Terrain Palette. StarForge's must use 1/100th the memory or something ;p
The ability to copy and paste sections of terrain, and creating terrain palettes would be nice.
The sprites placement would be much better if it replaced the Units list on the left side of the editor, therefore making it easier to quickly get to the sprite you want instead of the SLOW way of doing it now. Scrolling through doodads is very slow, need a much more friendly interface like in StarEdit.
Resizabale subwindows and palettes.
I prefer the random "blocks" [] that represent various colors, because you can copy and paste them into and from other editors, as opposed to these tags that SCMD2 uses <C> <7>
I think that's it then. SCMDraft2 really needs these changes to make StarForge obsolete, things like square terrain and the ease of placing sprites are the only reasons I still use StarForge when I need it.
QUOTE(SaLaCiouS(U) @ Feb 4 2005, 07:56 PM)
Faster scrolling through the Master Terrain Palette. StarForge's must use 1/100th the memory or something ;p
The ability to copy and paste sections of terrain, and creating terrain palettes would be nice.
The sprites placement would be much better if it replaced the Units list on the left side of the editor, therefore making it easier to quickly get to the sprite you want instead of the SLOW way of doing it now. Scrolling through doodads is very slow, need a much more friendly interface like in StarEdit.
Resizabale subwindows and palettes.
I prefer the random "blocks" [] that represent various colors, because you can copy and paste them into and from other editors, as opposed to these tags that SCMD2 uses <C> <7>
I think that's it then. SCMDraft2 really needs these changes to make StarForge obsolete, things like square terrain and the ease of placing sprites are the only reasons I still use StarForge when I need it.
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The palette is being completely redone, the code to display the palette is slow since it was a quick hack.
Sprites I am going to add to the unit tree as well, and I am trying to figure out a nicer layout for the sprite window.
I dont see much point in resizing any of the subwindows besides terrain, which ones were you thinking of?
doodad window as seen in the pics thread is now like staredit.
DW and I will probably continue using <1> etc for the colors since it doesn't require copy paste but allows you to just type it out, this way the typing flow isn't interrupted.
EDIT: just to clarify you can still use the square blocks for the colors, scmdraft should recoqnise these.
i got an idea. not to be offensive. but why don't u join hedimental and work on SF with him. because if you ask me... its just easyer to work with 1 editor..
illusion(SS)
Because SF code makes my VB database look like a MAC OS.
SI;
simple;
less processor requirements for key features
more options for the doodad column
AND
improved stability and resource use of the Zoom feature
Also,
greater options in whats displayed by the "TEXT system"
ok. nooooo idea wuut the hell u said. but anyway i got a sugestion..... witch i forgot....uhm... OHYEAH. um ok, maby, do you think its possible to set effects on a unit in the map editor? like, make a unit blind in the editor so that in the game u dont have to use triggers
QUOTE(illusion(SS) @ Feb 7 2005, 07:13 PM)
i got an idea. not to be offensive. but why don't u join hedimental and work on SF with him. because if you ask me... its just easyer to work with 1 editor..
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no. the code base is incompatible and I dont see any reason for this at all.
QUOTE(.Coko[CK] @ Feb 7 2005, 07:16 PM)
illusion(SS)
Because SF code makes my VB database look like a MAC OS.
SI;
simple;
less processor requirements for key features
more options for the doodad column
AND
improved stability and resource use of the Zoom feature
Also,
greater options in whats displayed by the "TEXT system"
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which features take up too much CPU power?
also which options are missing for doodads, be more precise.
I never have had stability issues with zoom, I know it takes more CPU power because stretchblt is slow when it crops the image and rendering 4 times the screen area (50% zoom) takes a while. You can try disabling palette animation and see if that helps.
On my comp 50% zoom in 1920x1440 is pretty much lag free, 25% zoom lags a bit but I can see almost an entire 256x256 map.
the output system is being redone somewhat
one question, when was there ever a zoom button for SCM draft 2?
anyways, all the things that i would add have already been taken but if possible, make the undo effect like starforges.
QUOTE(urmom @ Feb 9 2005, 05:48 PM)
anyways, all the things that i would add have already been taken but if possible, make the undo effect like starforges.
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WTF?
you hit ctrl z and it changes back to how it was before, what more do you want?
i like how it does it 1 tile, one by one and has a HUGE memory for it. thats what i mean.
<just a thought>
QUOTE(urmom @ Feb 9 2005, 06:39 PM)
i like how it does it 1 tile, one by one and has a HUGE memory for it. thats what i mean.
<just a thought>
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each time you press the button its 1 step.... if you click and drag thats one entire step if you click repeatedly thats N steps... there isn't much point in splitting up dragging operations into individual steps
Well, things I'd like to see:
- A terrain loader/brush tool (As in SF)
- SCMD2 still deletes my sounds! And when I try to import them, they still don't work!
- The "all-around" menu like in SCXE and SE. With Terrain, Units, Sprites, etc. That way, we don't need to be clicking all over the place with a mass of menus just to use put down a unit.
- (I'm not sure if it's already there) A way to set those .chk rebuildings. Some of my doodads I want to leave terrain, and when it comes back and it turns into doodads again, I always redo it all because I'm hitting my sprite limit. A lot of my units get automatically deleted too because of unplaceablities caused by the doodads.
- A way to detect whether units are outside the map limits. Minor, but I'd imagine useful.
QUOTE(Mp)3 @ Feb 9 2005, 11:41 PM)
Well, things I'd like to see:
- A terrain loader/brush tool (As in SF)
- SCMD2 still deletes my sounds! And when I try to import them, they still don't work!
- The "all-around" menu like in SCXE and SE. With Terrain, Units, Sprites, etc. That way, we don't need to be clicking all over the place with a mass of menus just to use put down a unit.
- (I'm not sure if it's already there) A way to set those .chk rebuildings. Some of my doodads I want to leave terrain, and when it comes back and it turns into doodads again, I always redo it all because I'm hitting my sprite limit. A lot of my units get automatically deleted too because of unplaceablities caused by the doodads.
- A way to detect whether units are outside the map limits. Minor, but I'd imagine useful.
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Can you send me a map where it deletes the sounds? It shouldn't ever change the sounds without you going into the sound manager.
with menu do you mean tree? that is being added.
rebuilding doodads does not change the amount of sprites on the map, it just makes staredit recoqnise the doodads. If you dont want the units to be killed on load you need to enable placement anywhere before loading the map then they will stay.
Units outside the map limits should be getting removed on map load.
Okay, got that explained.
I'll double check about the sound-deletion.
EDITAlso, a suggestion. I have no idea if this is at all possible, but can you put layers of terrain? It'd be nice if somehow the square terrain isn't disrupted by Isometrics by toggling something. Somewhat setting square terrain as a "priority" or vice-versa.
QUOTE(Mp)3 @ Feb 10 2005, 07:34 PM)
Okay, got that explained.
I'll double check about the sound-deletion.
EDITAlso, a suggestion. I have no idea if this is at all possible, but can you put layers of terrain? It'd be nice if somehow the square terrain isn't disrupted by Isometrics by toggling something. Somewhat setting square terrain as a "priority" or vice-versa.
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well the isometrical terrain bases on whatever was under the square terrain, its not really possible because its not possible to recreate the isom section of square terrain. Your best bet is placing isom terrain of the type you want future isom to base on first, then the square, then the next layer of isom.
what you could do is, like many other peopls said, instead of a drop down menu, change it into a type in box
Also, it would be nice if you could make the terrain size alterable by yourself.
QUOTE(sckor @ Feb 13 2005, 02:35 AM)
what you could do is, like many other peopls said, instead of a drop down menu, change it into a type in box
Also, it would be nice if you could make the terrain size alterable by yourself.
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by type you mean enter the number into the box? right now its a dropdown where you can also enter text so both works ;P
I just had the craziest idea but if you can get it to work, I'll use SCMDraft 2 so much like you wouldn't believe.
The ability to move triggers up and down the list without having to copy and paste them manually.
QUOTE(LegacyWeapon @ Feb 14 2005, 07:21 AM)
I just had the craziest idea but if you can get it to work, I'll use SCMDraft 2 so much like you wouldn't believe.
The ability to move triggers up and down the list without having to copy and paste them manually.
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ctrl+x ctrl +v is not easy enough ?
anyways .. i might add that when i resume working on trigedit
Will the next version include a tree system for display of the triggers, including
Main >
--------+ Player 1
--------+ Player 2 (etc)
--------+ --------+ Trigger;
and is there a way to add trigger comments, use SCMD that wouldn't affect the string size, so that they came with this tree system? Maybe include a separate file with each map, when using trigger editor, that allows the creation and storage of this information?
To me that would be a VERY useful tool.
QUOTE(.Coko[CK] @ Feb 14 2005, 01:01 PM)
Will the next version include a tree system for display of the triggers, including
Main >
--------+ Player 1
--------+ Player 2 (etc)
--------+ --------+ Trigger;
and is there a way to add trigger comments, use SCMD that wouldn't affect the string size, so that they came with this tree system? Maybe include a separate file with each map, when using trigger editor, that allows the creation and storage of this information?
To me that would be a VERY useful tool.
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the current version already includes a tree, it is a bit buggy but not bad for a test
as for trigger comments .. something like that is planed
The window I was talking about being able to resize is the terrain window, as you guessed. Especially when the tileset index is open.
QUOTE(.Coko[CK] @ Feb 14 2005, 06:01 AM)
Will the next version include a tree system for display of the triggers, including
Main >
--------+ Player 1
--------+ Player 2 (etc)
--------+ --------+ Trigger;
and is there a way to add trigger comments, use SCMD that wouldn't affect the string size, so that they came with this tree system? Maybe include a separate file with each map, when using trigger editor, that allows the creation and storage of this information?
To me that would be a VERY useful tool.
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the tree has been in trigedit since the beginning...
oh and get in touch with me tonight (IRC etc)
ADDITION:
QUOTE(SaLaCiouS(U) @ Feb 14 2005, 08:18 AM)
The window I was talking about being able to resize is the terrain window, as you guessed. Especially when the tileset index is open.
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the terrain palette adapts to the number of buttons in the normal modes and in tileset indexed is resizable... also it will remember the size you last had it at if you switch to normal modes and back. that what you wanted to know?
Right you are!
SAMods forever
I know the Tree has been in there, but notice the options i mentioned?
I dunno if anyone has suggested this but if I could actually select a group of terrain from the Master Pallet, like have a box to select terrain from the master pallet to use, that would be nice to place caves and such instead of doing 1 square at a time.