This seems intersting i was wondering is there anyway to put this as a option for the final release or is this a test for doing so?I am wondering because i am liking this.
QUOTE(spinesheath @ Jan 14 2007, 04:58 PM)
Not all do, some are really headstrong SE-only mappers, and some use SF.
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SF? That's a joke right? If I had to make a melee map in SF I would kill myself, it couldn't do isometrical terrain of its life depended on it.
QUOTE(S)T-Twitch6000 @ Jan 14 2007, 06:04 PM)
This seems intersting i was wondering is there anyway to put this as a option for the final release or is this a teast for doing so?I am wondering because i am liking this.
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the mirroring is gonna stay in it for the next release...
QUOTE(chuiu @ Jan 14 2007, 07:10 PM)
SF? That's a joke right? If I had to make a melee map in SF I would kill myself, it couldn't do isometrical terrain of its life depended on it.
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It's not. SF is actually used a lot. I'm pretty sure most of the korean mappers use SF too.
Of course you wouldn't start the map in SF, you only do the custom ramps and stuff like that. If you know what you are doing you can stay free of any problems resulting from the combination of SF+SE.
I think SCMD2 is certainly the better choice nowadays, but let people use what they want...
QUOTE(chuiu @ Jan 15 2007, 02:10 AM)
SF? That's a joke right? If I had to make a melee map in SF I would kill myself, it couldn't do isometrical terrain of its life depended on it.
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TRUE.DAT
QUOTE(chuiu @ Jan 14 2007, 06:10 PM)
SF? That's a joke right? If I had to make a melee map in SF I would kill myself, it couldn't do isometrical terrain of its life depended on it.
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Lets not program bash
Anyway that mirroring terrain thing is really sweet SI nice job
I'm not bashing it, I'm stating a fact! SF can't do isometrical terrain. Bashing it would be like saying "SF is a piece of crap". And don't take that out of context and report this post. o_O
Oh, lol I didn't even know you could turn it off, I just put both .exe in the same folder, so if I want symmetrical I just use that one, I'm so dumb
Bug: When i delete a start location it doesnt want to go away. i have to save and reopen map.
QUOTE(Mp)Excalibur @ Jan 15 2007, 12:00 AM)
Bug: When i delete a start location it doesnt want to go away. i have to save and reopen map.
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then you have the original version and not the update from yesterday.... the sprite for the start location wasn't being removed properly earlier, it is now.
ADDITION:
http://stormcoast.hopto.org:1108/ScmDraft%...0NewIScript.zip fixes a few bugs, also checks string usage everytime you add / delete one and should popup a warning if something is broken with line / file. If that ever pops up tell me where!
Also has more opcodes supported, although they normally aren't used anyhow
I have to say that I am impressed !
Very good job! I'd say that the title of "the #1 editor" is successfully enforced now
Keep up the good work!
Oh I see why we both got the old version, chuiu, update the news post.
ADDITION:
Now I can feel like the most badass melee map maker ever. I made a map that looks cool, but is the most annoying map ever, literally. At least I've got the looks cool part down. And I purposely made it annoying.
wait... so how do you turn of the mirror?
It did the something bad happened error after I kept trying to overwrite over a map.
Heres the dump file in a zip:[attachmentid=22992]
Woot new version. Mirroring rocks btw.
New issues:
- killing (deleting) "men" units (not buildings/powerups/beacons/etc) in the editor leaves behind their sprites,
- trap doodads show up sprung (not necessarily a bug, but it does make it harder to place and use them as fake walls/floors and stuff)
- terrain selections smaller than a square (just a thin line) don't dissapear after you let go of the mouse button
I'll see about what is causing that, I didn't change iscript code tho so it should behave exactly as the previous iscript preview version did.
E: fixed the problem with deleting ghosts and siege tanks...
As for kookstr, did you try to save the file and it failed overwrtting or did it succeed?
With doodads, do you mean unit doodads in non installation tilesets or the actual installation doodads?
I cant see any changes, tell me what is new, k?
THe last version doesn't have anything major changed, nothing visible for sure. It just has more extensive string tracking code.
i can't even open the other one, and how do you turn the mirror off?