Staredit Network

Staredit Network -> SCMDraft -> New version - Alpha test new iscript
Report, edit, etc...Posted by SI on 2007-01-13 at 21:57:16
ok, this just has options to mirror isometrical terrain while its being placed in X and Y directions, also has completely new iscript code, so if any graphical glitches got introduced tell me.

Also if doom and whoever still has it freeze when selecting locations post here and I will compile a version which generates debug info.

http://stormcoast.hopto.org:1108/ScmDraft%...0NewIScript.zip
(updated 8 PM sunday)

to fix: dust clouds on building landing sad.gif

Edit: newer version: http://stormcoast.hopto.org:1108/ScmDraft%202.7.4.rar
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-13 at 23:57:11
This new ISOM feature is godly. Making melee maps is now totally easy. Thanks SI.

Suggestion:
Make it so i could do like bottom left and top right, instead of just X and Y.
Report, edit, etc...Posted by chuiu on 2007-01-14 at 00:14:48
ISOM works beautifully. I hope you can allow us to do the same with rectangular terrain placement in future releases also.
Report, edit, etc...Posted by Mp)Excalibur on 2007-01-14 at 00:34:53
Yea just want to say again SI, this has to be one of the best features SCMD has. The only thing i could think of is doing it for units. But would that be difficult?
Report, edit, etc...Posted by Kookster on 2007-01-14 at 01:29:54
the battle cruiser grp preview for the attack overlay isnt aligned right. Other than that looks great.
Report, edit, etc...Posted by Gigins on 2007-01-14 at 05:18:42
Godlike.
Report, edit, etc...Posted by CheatEnabled on 2007-01-14 at 07:33:34
The mirror ISOM thing should be turned off when you start SCMdraft. It's a bit annoying having to turn it off manually all the time.
Report, edit, etc...Posted by SI on 2007-01-14 at 07:54:13
QUOTE(Kookster @ Jan 14 2007, 01:29 AM)
the battle cruiser grp preview for the attack overlay isnt aligned right. Other than that looks great.
[right][snapback]613530[/snapback][/right]

what do you mean? where?
Report, edit, etc...Posted by Urmom(U) on 2007-01-14 at 10:17:18
Thank you for implementing my mirror idea so fast. Seems like people like it. I agree with having it start turned off so that you have to enable it first.

The one problem though so far is taht you cannot mirror the diagonal opposite of you. You can by having X and Y checked but them you have to undo all that they did.
Report, edit, etc...Posted by SI on 2007-01-14 at 11:08:17
I can add XY as a third option, may not always be visible tho.
Its on by default because I just hacked it in an hour before the post
Report, edit, etc...Posted by Xx.Doom.xX on 2007-01-14 at 11:20:44
The new ISOM feature is perfect SI!
As for freezing locations, I'm not having trouble anymore selecting locations that I've either created or selected other ones. I don't know why the problem popped up. I'll let you know if it happens again though.
Report, edit, etc...Posted by SI on 2007-01-14 at 11:43:34
I never understood it, and I didn't change the code one bit, but try something for me.
Try running the version that froze and select the locations via the unit tree, it also has a locations node, and tell me if that freezes.
Report, edit, etc...Posted by Xx.Doom.xX on 2007-01-14 at 11:49:54
Ok,
It's not freezing when I selected them now on the version it was. And also, I'm not sure if I was being descriptive enough, but when I meant selecting the locations, I meant like double-clicking them to change their names and their properties.
Report, edit, etc...Posted by scwizard on 2007-01-14 at 11:52:31
I think the melee map making communities (BWMaps?) would LOVE to hear about this.
Report, edit, etc...Posted by SI on 2007-01-14 at 12:04:32
perhaps, but it would be better not to tell everyone until I release an official version, because this one probably has some iscript crashes in it that can randomly occur wink.gif
Report, edit, etc...Posted by spinesheath on 2007-01-14 at 12:12:26
Meh, I already told people on BWMN about this (but added that it might still be buggy), to start some excessive testing wink.gif
Report, edit, etc...Posted by SI on 2007-01-14 at 12:17:26
well lemme see
maps with terran buildings + attached addons will freeze animations

geysers can cause crashes
killing 6000 units at a time can crash

however I am running a version without any sleep calls in either thread on a dualcore CPU for stress testing, IE both iscript and render threads are basicly always running in parallel trying to find weaknesses in the thread safety code.
Those crashes wont normally occur for anyone else wink.gif
Report, edit, etc...Posted by spinesheath on 2007-01-14 at 12:26:05
QUOTE(SI @ Jan 14 2007, 01:17 PM)
well lemme see
maps with terran buildings + attached addons will freeze animations

geysers can cause crashes
killing 6000 units at a time can crash

however I am running a version without any sleep calls in either thread on a dualcore CPU for stress testing, IE both iscript and render threads are basicly always running in parallel trying to find weaknesses in the thread safety code.
Those crashes wont normally occur for anyone else wink.gif
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Indeed.
Report, edit, etc...Posted by SI on 2007-01-14 at 14:08:16
I'm fairly happy with the current version, 20000 units on the map, around 1500 of those on the screen, and its still fluid and not even taking up 50% of my CPU time.
(those 20000 units are using 47000 Image.dat images which all have to be animated via their own iscript wink.gif )

ADDITION:
QUOTE(Urmom(U) @ Jan 14 2007, 10:17 AM)
Thank you for implementing my mirror idea so fast.  Seems like people like it.  I agree with having it start turned off so that you have to enable it first.

The one problem though so far is taht you cannot mirror the diagonal opposite of you.  You can by having X and Y checked but them you have to undo all that they did.
[right][snapback]613588[/snapback][/right]

I'm not sure if you were the first to suggest mirroring, its been asked for a few times but mainly mirroring a finished map which wouldn't really work...

anyhow I updated the download with a version that has an XY checkbox, defaults to off, and should be more stable under extreme loads =)

I have not tested placing raw sprites AT ALL tho, to be warned, it could just work fine, or crash, or just not show up on the map wink.gif
Report, edit, etc...Posted by Xx.Doom.xX on 2007-01-14 at 16:23:10
Great work on the new update SI.
Report, edit, etc...Posted by SI on 2007-01-14 at 17:09:01
QUOTE(scwizard @ Jan 14 2007, 11:52 AM)
I think the melee map making communities (BWMaps?) would LOVE to hear about this.
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do they even use scmdraft?
Report, edit, etc...Posted by chuiu on 2007-01-14 at 17:16:37
I'm pretty sure a lot of melee mappers do.
Report, edit, etc...Posted by Doodle77(MM) on 2007-01-14 at 17:22:04
QUOTE(SI @ Jan 14 2007, 02:08 PM)
I'm fairly happy with the current version, 20000 units on the map, around 1500 of those on the screen, and its still fluid and not even taking up 50% of my CPU time.
(those 20000 units are using 47000 Image.dat images which all have to be animated via their own iscript wink.gif )
[right][snapback]613662[/snapback][/right]

Ah, but starcraft only has 1700 UnitNode entries.
Report, edit, etc...Posted by SI on 2007-01-14 at 17:36:01
QUOTE(Doodle77(MM) @ Jan 14 2007, 05:22 PM)
Ah, but starcraft only has 1700 UnitNode entries.
[right][snapback]613769[/snapback][/right]

thats why that is the default limit, but I needed to stress test the new iscript code.

(for whoever wants the gory details:
1 thread to render the screen
1 thread to run animations (iscript)
every unit has 1 sprite (+ a second one for selection circle if visible)
every sprite has various number of images, each of which is animated by an iscript script.
and all those images are on a heap sorted by the next time it needs to run an animation step which is used by the iscript thread wink.gif
Report, edit, etc...Posted by spinesheath on 2007-01-14 at 17:58:02
QUOTE(SI @ Jan 14 2007, 06:09 PM)
do they even use scmdraft?
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Not all do, some are really headstrong SE-only mappers, and some use SF.
But ever since you can start maps in SCMD2 and have the default triggers/spells/abilites, it should have attracted some more people.
I for example (did some melee mapping as well) stick to SCMD2 for terrain.

By the way - I never made sure if it is included in the current version, but an option to reset all settings to the default would be nice. Sometimes maps played in obs mode have stupid settings so that you can't morph lurx and stuff, would be a quick fix then.
If you have lots of free time, add an automatic creating of obs triggers + force/player settings as well wink.gif
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