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Staredit Network -> Portal News -> ScmDraft2 0.6.0 Prerelease #3 available!
Report, edit, etc...Posted by SI on 2006-11-11 at 09:45:52
I am releasing the next ScmDraft 2 version to the public for testing. This version will not appear in autoupdate for roughly two weeks, depending on how much feedback I get, and whether any bugs are found.

Also, I am requesting any and all feature requests to be made now. This will most likely be the second to last non bugfix update! They may be posted in the New forums or the Staredit scmdraft forums.

Features that are still planned
  • Return of text trigedit (and improved)
  • Odd shape selection in Copy/Paste mode
Changes in this version
  • Temporarily removed text trigedit
  • Added classic mission briefing editor
  • Added switch renaming dialog
  • Added support for 1.14 text colors
  • Redid the string editor (Including color tag table)
  • Added color tag table to trigger editor
  • Changing player now accepts ("2", "02", "Player 2", "Player 02")
  • Isom brush now changes size every step
  • Colorcode stripping in strings in unit tree and classic trigedit dropdowns
  • Cut / Copy / Paste layer has filters
  • Added brush window
  • Ability to save custom brushes to file and subsequently load
  • Minimap reflects fog of war
  • Fixed minor cosmetic bugs
  • Added a few more display options
  • Ability to select multiply rectangles when copy / pasting terrain (via shift and ctrl)
  • New map creates default melee map triggers
This version may be downloaded HERE.
Please report any bugs, crashes asap, including if possible mapfile which crashed, steps to cause the crash, and crash dump file

Also if you have received the error " This application has requested the Runtime to terminate it in an unusual way." please get in contact with me and send me your backupDB.scmdDB file so this may be fixed.
Report, edit, etc...Posted by DoomPenguin on 2006-11-11 at 11:05:13
Shoop da whoop. Awesome. biggrin.gif
Report, edit, etc...Posted by S)T-Twitch6000 on 2006-11-11 at 11:23:11
hey i have been waiting for another version to come out beacuase scm draft my fav but um for some reason idk how to get the update installed right anyone wanna help me?
Report, edit, etc...Posted by Legend on 2006-11-11 at 11:35:07
Yes tongue.gif .... Finally..... Gj.... Hope i don't find Bugs disgust.gif ... Good Job. happy.gif
Report, edit, etc...Posted by Syphon on 2006-11-11 at 11:54:57
I'd like to request the ability to place isometrical terrain on square terrain without screwing up a 50x50 area.
Report, edit, etc...Posted by JordanN_3335 on 2006-11-11 at 12:02:19
Maybe a suggestion but an included tutorial on extended terrain or a function that improves on that
Report, edit, etc...Posted by mugen on 2006-11-11 at 12:36:17
QUOTE
New map creates default melee map triggers



Lame
Report, edit, etc...Posted by SpiralEdge on 2006-11-11 at 13:19:13
Reasons I don't plan to download:

" * Temporarily removed text trigedit"

If theres bugs in it I can help program it but don't remove it, its the only thing that really makes your program stand out from starforge... I won't be upgrading until you put it back in.

Gj btw, I love scmd2 years more than I do sf.
Report, edit, etc...Posted by Syphon on 2006-11-11 at 13:27:21
QUOTE(SpiralEdge @ Nov 11 2006, 01:19 PM)
Reasons I don't plan to download:

"    * Temporarily removed text trigedit"

If theres bugs in it I can help program it but don't remove it, its the only thing that really makes your program stand out from starforge... I won't be upgrading until you put it back in.

Gj btw, I love scmd2 years more than I do sf.
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Uh... Starforge's text triggers always worked, SCMDraft's were buggy.
Report, edit, etc...Posted by SpiralEdge on 2006-11-11 at 13:34:56
zzingggg Wrong they worked fine... The tree was buggy but only if you knew the bug... Basically if you added stuff the tree wouldn't get updated so you could only use it when you first loaded the window.
At any rate I didn't like sf's layout of the triggers... and just about everything else.
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-11 at 14:02:40
Wow I thought you weren't working on this anymore SI. I can't use it until you get trigedit back in, though.
Report, edit, etc...Posted by Shocko on 2006-11-11 at 14:06:52
I personally always prefered Starforge's Trigger editor. However, the one time i did use SCMDraft 2 for editing triggers really fast i prefered it, until i saved the triggers wrong and lost 170 triggers worth of editing.
Report, edit, etc...Posted by SI on 2006-11-11 at 16:12:45
QUOTE(Tuxedo Templar @ Nov 11 2006, 02:02 PM)
Wow I thought you weren't working on this anymore SI.  I can't use it until you get trigedit back in, though.
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Actually, just use it for everything but triggers and use the other scmdraft exe for triggers then. You just would needa switch editors a few times :/
Report, edit, etc...Posted by SpiralEdge on 2006-11-11 at 17:26:24
I'm too lazy to do that lol... But like I said if it has bugs I can help code it... personally I think it would be a lot better if you used the mini windows like .Net has when you enter in code... You should also use REGEX to make it faster.
Report, edit, etc...Posted by SI on 2006-11-11 at 17:40:47
QUOTE(SpiralEdge @ Nov 11 2006, 05:26 PM)
I'm too lazy to do that lol... But like I said if it has bugs I can help code it... personally I think it would be a lot better if you used the mini windows like .Net has when you enter in code... You should also use REGEX to make it faster.
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I'm not gonna share the source, but I'm pretty sure .NET can create DLLs and then you could code your own trigedit plugin. The more people who test this version the faster bugs will be found, reported, fixed. And then I can reenable / recode the plugin loading code.
Report, edit, etc...Posted by Laser_Dude on 2006-11-11 at 18:32:04
hmmm... when I run the exe it just opens SCMDraft Prerelease #2. what's going on?

EDIT: it is SCMDraft prerelease #3, it just says it's #2
Report, edit, etc...Posted by SpiralEdge on 2006-11-11 at 18:55:05
QUOTE(SI @ Nov 11 2006, 04:40 PM)
I'm not gonna share the source, but I'm pretty sure .NET can create DLLs and then you could code your own trigedit plugin. The more people who test this version the faster bugs will be found, reported, fixed. And then I can reenable / recode the plugin loading code.
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Just gimme documentation on your plugins and how they work and id be glad to code a DLL with new trigedit features.
Report, edit, etc...Posted by SI on 2006-11-11 at 19:33:44
QUOTE(Laser_Dude @ Nov 11 2006, 06:32 PM)
hmmm...  when I run the exe it just opens SCMDraft Prerelease #2.  what's going on?

EDIT: it is SCMDraft prerelease #3, it just says it's #2
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Ya, its me cheating. I didn't update the version info for autoupdate. I will fix the bugs reported over the next two weeks, then update the download with a new .exe, and since it is the new version it will also trigger on autoupdae for both the prerelease 2 and the prerelease 3 copies downloaded this week.

QUOTE(SpiralEdge @ Nov 11 2006, 06:55 PM)
Just gimme documentation on your plugins and how they work and id be glad to code a DLL with new trigedit features.
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http://scmdraft.stormcoast-fortress.net/?action=downloads or direct link http://scmdraft.stormcoast-fortress.net/?a...le=SamplePlugin
Its a visual studio win32 C++ project tho, but it should be adaptable.

The string class has changed some in 0.6.0 but dont worry about that yet.
Report, edit, etc...Posted by SpiralEdge on 2006-11-11 at 20:40:31
Heh heh I'm pretty sure compiled Win32 DLL's work in any Win32 program regardless of what it was coded in ;D

Nice, thx, I'ma get started in my spare time. Btw, nice job on the plugin system; most programs are made without any plugin implementation even considered -.-;

-digs into it and awaits to report questions- lol
Report, edit, etc...Posted by Tango on 2006-11-11 at 20:52:02
I remember an old topic by DeathKnight on some site along time ago, perhaps Blizzforums, which gave some things that he would want included in a "fantasy SCXE Rival". I know alot of what he said was not possible, perhaps he did not know at the time. Well you proved some of the stuff wasn't possible at the time. If you remember, was any of that stuff possible to be added in a future version of an editor/SCMDraft?
Report, edit, etc...Posted by scwizard on 2006-11-11 at 21:08:29
The most important feature for me in the next version of SCMdraft 2 would be SOME WAY to get units stacked on top of each other off each other without destroying any of the units (for EUD reasons).

I can't do that without hex editing wallbash.gif

ADDITION:
I was able to seperate them by bashing them against the edge of the map with CTRL+arrow keys wallbash.gif
Report, edit, etc...Posted by Laser_Dude on 2006-11-12 at 00:17:11
ahhh, glitch found, I was happy to play with the new string editor, it's soooo nice having the syntax right in front of your face, and it's also nice to see the string as you edit it, instead of having to click somewhere else for it to refresh.

I deleted a string(not with the button, but I just emptied all the text from it using backspace) suddenly CRASH!
Report, edit, etc...Posted by SI on 2006-11-12 at 05:09:53
QUOTE(scwizard @ Nov 11 2006, 09:08 PM)
The most important feature for me in the next version of SCMdraft 2 would be SOME WAY to get units stacked on top of each other off each other without destroying any of the units (for EUD reasons).

I can't do that without hex editing wallbash.gif

ADDITION:
I was able to seperate them by bashing them against the edge of the map with CTRL+arrow keys wallbash.gif
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Enable: Options ->Units -> Allow stacking.

QUOTE(Laser_Dude @ Nov 12 2006, 12:17 AM)
ahhh, glitch found, I was happy to play with the new string editor, it's soooo nice having the syntax right in front of your face, and it's also nice to see the string as you edit it, instead of having to click somewhere else for it to refresh.

I deleted a string(not with the button, but I just emptied all the text from it using backspace) suddenly CRASH!
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Ahh thx, I'm guessing this is caused by the real time preview, let me see if I get thi crash, if not I will need the dumpfile

ADDITION:
QUOTE(SpiralEdge @ Nov 11 2006, 08:40 PM)
Heh heh I'm pretty sure compiled Win32 DLL's work in any Win32 program regardless of what it was coded in ;D

Nice, thx, I'ma get started in my spare time. Btw, nice job on the plugin system; most programs are made without any plugin implementation even considered -.-;

-digs into it and awaits to report questions- lol
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I just meant the project format since you wanted to use .net and the project isn't .net.
If you have questions, I have AIM/MSN/ICQ available, PM me.
Report, edit, etc...Posted by FizzleBoink on 2006-11-12 at 05:57:31
Would it be too late to suggest something? I'm running on a 1280x1024 screen resolution and the extended tilesets, are dinky and hard to see. Can you increase the size of the tile preview?
Report, edit, etc...Posted by SI on 2006-11-12 at 06:15:40
QUOTE(FizzleBoink @ Nov 12 2006, 05:57 AM)
Would it be too late to suggest something? I'm running on a 1280x1024 screen resolution and the extended tilesets, are dinky and hard to see. Can you increase the size of the tile preview?
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well, in general I am accepting suggestions, however since you can resize the window you are talking about in order to see the tiles full sized (and have been able to ever since it was added), your suggestion is a bit to late wink.gif
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