Staredit Network

Staredit Network -> Modding Chat -> DatEdit: new/old SC modding tool
Report, edit, etc...Posted by TheNomad on 2006-12-06 at 13:40:34
QUOTE(BroodKiller @ Dec 6 2006, 09:11 PM)
You people are blind....and I mean it. How possibly could noone see the dramatic bug I now behold (and fix), that's beyond my comprehension...disgust.gif

EDIT:Go to any non-Units Editor and use the "Sort by Origin" viewing method. Notice anything?
[right][snapback]600294[/snapback][/right]


Well, shows how many of us use sort by origin biggrin.gif
But seriously, nice find smile.gif
Report, edit, etc...Posted by BroodKiller on 2006-12-06 at 15:14:47
It makes me ask the question what viewing styles do you use? I always resort to the "Sort by ID" method, and I change it only for testing purposes.

TheNomad>I wouldn't call it 'nice' - it's such an obvious thing that it makes me want to search through the entire code for bugs. It shouldn't've happened.

I feel better now that I fixed this, but that I had a really depessive feeling about it.Good that I found it out smile.gif
Report, edit, etc...Posted by Ojan on 2006-12-06 at 16:09:28
I always sort by ID. Since it's the default, I assume that most others do as well. tongue.gif

Speaking about whether or not the weapons.dat properties are correctly labeled... Has anyone actually gone through all units.dat Advanced flags to see if they are correct too?
Report, edit, etc...Posted by TheNomad on 2006-12-06 at 16:15:21
QUOTE(Ojan @ Dec 7 2006, 12:09 AM)
I always sort by ID. Since it's the default, I assume that most others do as well. tongue.gif

Speaking about whether or not the weapons.dat properties are correctly labeled... Has anyone actually gone through all units.dat Advanced flags to see if they are correct too?
[right][snapback]600386[/snapback][/right]


Same as Ojan.
I think they are... my brain is still hurting from trying to figure out "Produce Units" and "Morph from unit" sad.gif
Those would be the only ones I'd be interested in tongue.gif

And Weapons.dat is mine and kookster's for the week from what I understood (and of course, anyone else interested biggrin.gif).
Report, edit, etc...Posted by DiscipleOfAdun on 2006-12-06 at 16:21:31
BK, I normally use ID sort or Data sort. however, my modding comp doesn't have this newest version(I assume this is a result of your new method of dealing with id's...), so I didn't notice it.

EDIT

BK, might I also suggest, if you haven't done it, centering icons in their display area? I get kinda sick of seeing a spidermine in the top left of the icon preview sometimes. tongue.gif
Report, edit, etc...Posted by Kookster on 2006-12-06 at 16:30:25
Weapon Testing Results:
1.Appears on Target, Does as said. Even with missile like objects (they just die right away)

2.Psionic Storm (Need to do more testing)

3.Persistant explosion........ confused.gif (Need to do more testing)

4.Normal Hit, if using a weapon sprite IE a missile or something it appears on the attacker but still does damage to target.

5.Suicide, does damage/affect then dies. (Need to do more testing)

6.Bounce, (Need to do more testing using missile types)

7.Halo Spin, shoots in random areas within a 3x3 grid area, mostly in a pentagon like shape.

8.Go to max. Range, weapon sprite goes in a straight line to its max range and dies, if it is not a weapon that does damage while moving it only does damage where it dies, and thats if it hits something if it doesnt have splash.


Missile types:

1.Normal, seeks the the target until target is hit.

2.Homing, seeks target to the max range of the weapon and if it doesnt hit it by max range it dies.

3.Bouncing (Need to do more testing)


Target Flags:
1.Air, can target/ do damage to air targets. (found if you give a unit a air only weapon for its ground attack that it will still attack but will not do damage)

2.Ground, can target ground targets/ do damage to ground targets. (found if you give a unit a ground only weapon for its air attack that it will still attack but will not do damage)

3.Mechanical, can target/ do damage to mechanical targets only, unless other flags checked.

4.Organic, can target/ do damage to organic targets only, unless other flags checked.

5.not-building, cannot target/ do damage to a building only, unless other flags checked.

6.not-robotic, cannot target/ do damage to robotic targets only, unless other flags checked.

7.Terrain, can target terrain, if a spell. Attacks cannot target ground only, unless other flags checked.

8.Org. or Mech, can target/ do damage to organic or mechanical targets only, unless other flags checked.

9.Owned, can target/ do damage to units that you control only, unless other flags checked.
Report, edit, etc...Posted by BroodKiller on 2006-12-06 at 16:44:32
Ojan>I've gone through almost all of them, and fixed the descriptions accordingly. If a property's name differs from Arse3's, then it means that I've looked into it smile.gif. But I didn't get through each single one of them, if that's what you ask.

DoA>Yup, that's because of it. I 'forgot' to set the ImageIndex during the list creation for those view types :/

I have another favor to ask some volounteers for, and it's again with properties. This time I don't have a clue about what the "Part of Terrain" StarEdit availability flag does.I've checked all the others (and fixed descriptions of two of them:)) and this is the only one that I can't get. It doesn't have to do with placement, it doesn't have to with listing, it doesn't have to do with the Doodad Palette...I'm out of ideas.

I also have another request about the "Neutral" and "Independent" Group flags.To my mind, these two should be put in the "Basic" tab together with the Supply-types, because they have nothing to do with StarEdit. Still, they're very meaning eludes me - my testing shows that they're owner-related because unchecking them gives an error message on training. I saw in SCMDraft2 that the players can be set to be Zerg,Terran,Protoss, Independent and Neutral (also User Select, Inactive and Human but it is irrelevant), which only adds to the pot. I found out that StarEdit will crash if a unit has both "Neutral" and "Owned" (renamed to "Non-Neutral" in v1.4) selected...so a lot of effects but little logic.:/ Maybe there were different supply limits planned, and these two are the remainder of them? I dunno, anyone have ideas?

So, to recap things that need to be verified:
-Weapons.dat Behaviours
-Weapons.dat Missile 'types'
-Units.dat SE Availability flag "Part of Terrain"
-Units.dat "Neutral" and "Independent" flags
and that's it....for now smile.gif

For those who want to test: PM me if you want me to send you a pre-release version of DatEd 1.4. It has multiple-entry selection in it smile.gif
Report, edit, etc...Posted by TheNomad on 2006-12-06 at 16:49:51
Nice one kooks smile.gif
"Psionic Storm" seems something like "Persistant Hit" in my tests... but I gotta test moe... although this is a special type of effect since it doesn't work with jsut ANY graphics...

QUOTE(BroodKiller @ Dec 7 2006, 12:44 AM)
For those who want to test: PM me if you want me to send you a pre-release version of DatEd 1.4. It has multiple-entry selection in it smile.gif
[right][snapback]600402[/snapback][/right]

Always ready to help you out, you know that smile.gif
Report, edit, etc...Posted by BroodKiller on 2006-12-06 at 16:50:16
Kooks>Thanks smile.gif As for "Persistant Explosion", I explained it earlier - it allows the weapon to 'explode' on the targeted terrain, and doesn't require a precise unit as target, in opposite to "Appear on target".

DoA>Centering icons, hmm...I can't really determine if an icon needs to be centered or not. Some icons are perfectly ok in the used position (upgrades and techs for example), some don't...I don't know of a way to tell one from another.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-12-06 at 16:51:12
Did you check part of terrain in conjunction with the Enable/Disable triggers?

BK, ShadowFlare added a function in GRPAPI to determine the width/height of a frame. That's how you can do it. I used it in FG and it works fine. just average the width of your canvas with the width of the grp, and same for the height. just make sure to absolute value it, otherwise some icons won't show up. PM me if you have other questions, and i can send you my code for doing that.
Report, edit, etc...Posted by Kookster on 2006-12-06 at 17:01:39
QUOTE
"Psionic Storm" seems something like "Persistant Hit" in my tests

Thats what I was gonna say but I felt like more testing was needed to say it.
Report, edit, etc...Posted by TheNomad on 2006-12-06 at 17:03:36
QUOTE(Kookster @ Dec 7 2006, 01:01 AM)
Thats what I was gonna say but I felt like more testing was needed to say it.
[right][snapback]600408[/snapback][/right]

Of course smile.gif It was just an observation after testing it a few times, but I am unsure too so yeah smile.gif

BTW Broody, "Player Settings" in StarEdit has no hint. Just so you know wink.gif
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-06 at 17:08:31
I think I know how "Bouncing" works. If the weapon has a "BurrowInit" animations (known as "SpecialState1" in ICECC 1.3) with an imgol command using the weapon's images.dad ID, the weapon will bounce like Glave Wurm. If it doesn't have that block, it won't bounce, and if it has the block but not both "Missile Behavior" and "Weapon Behavior" set, then it won't bounce either.
Report, edit, etc...Posted by BroodKiller on 2006-12-06 at 17:35:34
DoA>It's ok, I think I can take this wink.gif

LA>That's right, that's how it works, but I didn't ask for the mechanism of the bouncing effect, but what does the "Bouncing" property does. Maybe it just allows the bouncing animation to happen, but then you have the "Bounce" weapon behaviour as well, so things are a bit more complex.
Report, edit, etc...Posted by Kookster on 2006-12-06 at 18:18:25
Ok on a offtopic note of what we have been talking about. Ive been doing some studying on unknown1 for sprites.dat, I have a couple of ideas of what it might be but nothing for sure. I did compile a list of those that do not have it checked heres that list:

Im leaving out all the ones of the terrain cause it just makes it too long. All terrain refered ones have it unchecked ok
QUOTE
Scanner Sweep
Terran building rubble (Small)
Terran building rubble (Large)
terran building eplosion (large)
Vespene Geyser
Mineral Field Type1
Mineral Field Type2
Mineral Field Type3
Zerg Beacon
Terran Beacon
Protoss Beacon
Dark Swarm
Flag
Young Chrysalis
Psi Emitter
Data Disc
Khaydarin Crystal
Mineral Chunk Type1
Mineral Chunk Type2
Protoss Gas Orb Type1
Protoss Gas Orb Type2
Zerg Gas Sac Type1
Zerg Gas Sac Type2
Terran Gas Tank Type1
Terran Gas Tank Type2
White Circle (Invisible)
Start Location
Floor Gun Trap
Wall Missile Trap
Wall Missile Trap2
Wall Flame Trap
Wall Flame Trap2
Floor Missile Trap
Longbolt/Gemini Missiles Trail
Grenade Shot Smoke
Vespene Geyser Smoke1
Vespene Geyser Smoke2
Vespene Geyser Smoke3
Vespene Geyser Smoke4
Vespene Geyser Smoke5
Unknown316
Double Explosion
Cursor Marker
Egg Spawn
High Templar Glow
Psi Field (Right Upper)
Burrowing Dust
Building Landing Dust Type1
Building Landing Dust Type2
Building Landing Dust Type3
Building Landing Dust Type4
Building Landing Dust Type5
Building Lifting Dust Type1
Building Lifting Dust Type2
Building Lifting Dust Type3
Building Lifting Dust Type4
Needle Spines
Dual Photon Blasters Hit
Particle Beam Hit
Anti-Matter Missile
Pulse Cannon
Phase Disruptor
STA/STS Photon Cannon Overlay
Psionic Storm
Fusion Cutter Hit
Gauss Rifle Hit
Gemini Missiles
Fragmentation Grenade
Unknown344
Lockdown/LongBolt/Hellfire Missile
C-10 Canister Rifle Hit
ATS/ATA Laser Battery
Burst Lasers
Arclite Shock Cannon Hit
Yamato Gun
Yamato Gun Trail
EMP Shockwave Missile
Needle Spine Hit
Unknown354
Sunken Colony Tentacle
Venom (Unused Zerg Weapon)
Acid Spore
Glave Wurm
Seeker Spores
Queen Spell Holder
Stasis Field Hit
Plague Cloud
Consume
Ensnare
Glave Wurm/Seeker Spores Hit
Psionic Shockwave Hit
Glave Wurm Trail
Seeker Spores Overlay
Phase Disruptor (Unused)
White Circle
Acid Spray (Unused)
Unknown372
Scarab/Anti-Matter Missile Overlay
Hallucination Death1
Hallucination Death2
Hallucination Death3
Bunker Overlay
FlameThrower
Recall Field
Scanner Sweep Hit
Left Upper Level Door
Right Upper Level Door
Substructure Left Door
Substructure Right Door
Substructure Opening Hole
Feedback Hit (Small)
Feedback Hit (Medium)
Feedback Hit (Large)
Disruption Web
White Circle
Halo Rockets Trail
Neutron Flare
Corsair Attack Overlay (Unused)
Optical Flare Grenade
Halo Rockets
Unknown510
Subterranean Spines
Corrosive Acid Shot
Corrosive Acid Hit
Maelstrom Hit
Uraj
Khalis


Im starting to think it might have to do with being owned? cause if you look, every sprite in there was originally meant in starcraft not to be owned. They all cant be owned Except for the unit based ones. But if you were just using the normal staredit program none of them would be able to be used by a player. See what I mean??

Ide appreciate if someone could like test this using triggers, check the flag for like dark swarm. Make some triggers that say if player 1 brings dark swarm anyway yadda yadda. Thanks
Report, edit, etc...Posted by TheNomad on 2006-12-06 at 18:39:54
Do you wonder whether they appear in triggers or what ?
Report, edit, etc...Posted by Kookster on 2006-12-06 at 18:49:26
they do appear in triggers, I dont think so in staredit though. SCMDraft it does, I wonder if that has something to do with it?

ADDITION:
QUOTE
I wonder if that has something to do with it?

Nope
Report, edit, etc...Posted by BroodKiller on 2006-12-06 at 18:51:33
I think it may have to what is considered a "sprite" in StarEdit? I'm no mapper myself, but I've heard that there are units and sprites there, and maybe it has to do with this?
Report, edit, etc...Posted by Kookster on 2006-12-06 at 19:36:47
I checked, still looks the same. But im still testing stuff. My guess is it has something to do with staredit.

Well I figured something out unrelated but interesting. I made dark swarm a placeable unit/ buildingable but yet as a attack its still neutral. So my guess is that attacks are always neutral/ non control no matter what, just my guess.

Also are you sure unknown1 in the sprites.dat is used? Can I get some confirmation cause I have seen no difference with it at all, in triggers, in visual things, effects, attacks, creation and more.

Scratch what I said earlier found a conflict.
Report, edit, etc...Posted by ShadowFlare on 2006-12-06 at 19:37:00
The "Psionic Storm" weapon behavior I think is basically named as it should be. It makes a weapon do the same type of thing as Psionic Storm (periodically deals damage). It may possibly only use the Psionic Storm's iscript entry for the weapon's animation and not the one for the graphic that is assigned to the weapon. Graphics for weapons that turn seem to be the ones that do not crash on this, which may just have to do with the number of frames if it always uses the Psionic Storm iscript. BTW, I figured this one out long ago when I was still using Arsenal II.

I seem to remember "Part of Terrain" determining whether the "Set Doodad State" trigger action can be used on a unit or not. If this was the one I'm thinking of, I used it to make it so I could use that on other units when I was testing some various iscript stuff related to the enabled and disabled states.


As for icon centering (as DoA was talking about), the newest GRPAPI version has a function for determining the position and size of frames. To get the centered coordinates, these formulas would be used:

x = -Left + ((Container_Width - Width) / 2)
y = -Top + ((Container_Height - Height) / 2)
Report, edit, etc...Posted by BroodKiller on 2006-12-06 at 19:53:08
QUOTE(ShadowFlare @ Dec 7 2006, 02:37 AM)
I seem to remember "Part of Terrain" determining whether the "Set Doodad State" trigger action can be used on a unit or not.  If this was the one I'm thinking of, I used it to make it so I could use that on other units when I was testing some various iscript stuff related to the enabled and disabled states.

You're right, that's the thing, I just tested it smile.gif. Thanks a bunch, now the StarEdit availability flags are all done with.

QUOTE
As for icon centering (as DoA was talking about), the newest GRPAPI version has a function for determining the position and size of frames.  To get the centered coordinates, these formulas would be used:
x = -Left + ((Container_Width - Width) / 2)
y = -Top + ((Container_Height - Height) / 2)

And precisely these were used smile.gif
Report, edit, etc...Posted by ShadowFlare on 2006-12-06 at 20:18:14
The position function is probably only useful for the icons, since normally the graphics are positioned properly. smile.gif Of course, you don't need to (and probably shouldn't) use that for GRPEdit. wink.gif
Report, edit, etc...Posted by BroodKiller on 2006-12-07 at 13:33:29
Hmm....I looked into the sound list 'bug' and I am quite confused. It looks like the sfxdata.dat is shifted by one index back in the sound IDs. Now, this is comprehensible as both units.dat sfxdata pointers (unit sounds) and Iscript.bin utilizes the ID of 0 as "no sound" (compile and decompile an Iscript file and you'll see IceCC say "None" for the "playsnd 0" opcode. So, although it says that it loads an sfxdata entry of ID x, it actually loads an entry of ID x-1. There is little I can do about this in DatEd I'm afraid, without falsifying the real data construction.
Report, edit, etc...Posted by TheNomad on 2006-12-07 at 13:50:42
Perhaps, but in my example one was x+1, the other was x-1.
Report, edit, etc...Posted by BroodKiller on 2006-12-07 at 13:53:35
No, in your example both were x-1, look carefully smile.gif
Next Page (38)