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Staredit Network -> Modding Chat -> DatEdit: new/old SC modding tool
Report, edit, etc...Posted by Kookster on 2006-12-09 at 07:47:14
Ill give you my tbl, cause I know my mpq is fine, and its my mods mpq so no touchy!!!

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Bk do you use aim,yahoo,or msn?? if you do message me kookylukey, luke1fair, kookylukey@hotmail.com
Report, edit, etc...Posted by BroodKiller on 2006-12-09 at 08:08:36
Ok, I tracked down the bug to my TBL-parsing routine. I'm looking into the thing now.
Report, edit, etc...Posted by Kookster on 2006-12-09 at 08:10:36
woot another bug bites the dust. Lol this also means I will have to re download it again. Meh oh well.
Report, edit, etc...Posted by BroodKiller on 2006-12-09 at 08:34:48
I think I found the problem and I try to fix it, but what 'another bug' do you speak of now?
Report, edit, etc...Posted by Kookster on 2006-12-09 at 08:42:58
I take that back I found another. Battle Reactions checkbox wont come unchecked probably the same problem with the other checkboxes.
Report, edit, etc...Posted by BroodKiller on 2006-12-09 at 08:50:53
Ok, I think it should be fine now. The freeze was caused by the program entering an endless loop that I mis-constructed. Check it out now:

Download:
http://www.staredit.net/index.php?download=4668

Source:
http://www.staredit.net/index.php?download=4978
Report, edit, etc...Posted by Kookster on 2006-12-09 at 08:53:48
did you see that last post? Found another bug.
QUOTE
I take that back I found another. Battle Reactions checkbox wont come unchecked probably the same problem with the other checkboxes.

The mpq loading works great with my tbl now.
Report, edit, etc...Posted by BroodKiller on 2006-12-09 at 08:59:39
Yeah, I just nailed down this one as well smile.gif Another side effect of massive rewriting. Should be ok now.

Download:
http://www.staredit.net/index.php?download=4668

Source:
http://www.staredit.net/index.php?download=4978

The other checkboxes that could be affected are fine, according to what I can see smile.gif
Report, edit, etc...Posted by Kookster on 2006-12-09 at 09:02:45
Well thats all Ive seen, now I need to go to bed its 6am right now and I need some sleep. Goodnight!! Ill keep looking and If I find anymore Ill let you know. Dont worry about the check boxes I checked them all just to be sure too.

O I do have one suggestion though, dont worry about it if you dont want too, but I figured it would be useful to have support to import/export dats into an exe like winmpq can. I wouldnt suggest this except for the fact that Firegraft will be able to create single exe's with the mpq in it. So it might be useful. I would of found it useful a couple times already.
Report, edit, etc...Posted by BroodKiller on 2006-12-09 at 09:26:19
Thanks for a quick report, Kooks smile.gif

ADDITION:
QUOTE(Kookster @ Dec 9 2006, 04:02 PM)
O I do have one suggestion though, dont worry about it if you dont want too, but I figured it would be useful to have support to import/export dats into an exe like winmpq can. I wouldnt suggest this except for the fact that Firegraft will be able to create single exe's with the mpq in it. So it might be useful. I would of found it useful a couple times already.
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This won't be a problem if SFMPQAPI supports embedded MPQ archives, which I don't know, honestly. If it does - then the currently implemented functionality should work just fine.
Report, edit, etc...Posted by Doodle77(MM) on 2006-12-09 at 10:43:15
It does smile.gif they act exactly the same i believe.
Report, edit, etc...Posted by ShadowFlare on 2006-12-09 at 12:24:36
What it should do is if the file exists, try to open it as an mpq archive no matter what the extension is (be sure to use flags indicating only to open an existing file). If that doesn't work, then the file is not an mpq archive and does not contain one. BTW, as of SFMPQ version 1.06, saving to an embedded mpq archive works fine without any problems.
Report, edit, etc...Posted by TheNomad on 2006-12-09 at 14:31:23
GJ on the quickfixes Broody.

BTW, SF showed me smth... the sound indexes for taunts in the units tab (sounds subtab) match iscript indexes. 0 is, indeed, "None" like in IceCC. Guess maybe adding "None" in the sounds text file might match it...

Maybe the sounds tab should get one index higher (maybe with the "None" pointer on the top, I'd say) so that they all match in the Units tab and Iscript. Or dunno, maybe you can find a better solution smile.gif
I guess you could let ppl subtract it manually, but I think it is a bit annoying tongue.gif
Report, edit, etc...Posted by ShadowFlare on 2006-12-09 at 15:03:48
I don't think a "none" should be shown on the editor part of it, since it doesn't exist in the file, so you can't edit it. If a change is made to make the numbers match, I think it should just show the IDs as one number higher.
Report, edit, etc...Posted by Kookster on 2006-12-09 at 19:13:35
In Ice the 2 first sounds are the same and then after that all the ID's are one off
Report, edit, etc...Posted by Voyager7456(MM) on 2006-12-10 at 09:12:26
Refreshing the unit names after loading a TBL would be nice. (Right now you have to switch the views for the names to update).

EDIT: I had another idea; could you make it so that a build time of 0 is written to the .dat as 1 of the old ArseIII units (1/15th of a second)? That way there'd be less crashes and those of us who need a 1/15th of a second value wouldn't need to use ArseIII to do it.
Report, edit, etc...Posted by TheNomad on 2006-12-11 at 11:12:53
Hmm, well all they have to do is basically read the hints tongue.gif
On he other hand this would help narrow the crash down (whether it's a gfx issue, cooldown or iscript). Although most of us won't have such a problem me thinks smile.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2006-12-11 at 11:55:04
True, I'm just saying I miss being able to set the build times lower than 1 second.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-11 at 12:35:51
It would be nice. And the info about "morphs from unit" explains some odd behavior...now I think I'll be able to do some weird stuff...

Good job with the update, BK, and do you realize that DatEdit's almost a year old?
Report, edit, etc...Posted by TheNomad on 2006-12-11 at 15:03:53
QUOTE(Voyager7456(MM) @ Dec 11 2006, 07:55 PM)
True, I'm just saying I miss being able to set the build times lower than 1 second.
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Hmm, perhaps a checkbox to toggle converted and non-converted values...
Report, edit, etc...Posted by ShadowFlare on 2006-12-11 at 15:54:45
Or maybe even an extra box for adding on a non-converted value to the build time from the existing box.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-12-11 at 17:18:33
Maybe make it one of the things in the "options" dialogue? "Convert time values," perhaps. I think Voyager's idea is best, though, of making it set the build time to 1/15 of a second if someone makes it zero.
Report, edit, etc...Posted by Doodle77(MM) on 2006-12-11 at 17:22:38
I think there should be an Options item "Show times in seconds" checked by default.
Report, edit, etc...Posted by ShadowFlare on 2006-12-11 at 21:56:56
Hmm, what about if one is already set to something not divisible by 15, though? The way that I was thinking about would work similar to the option for supply. The only difference is that it would be a box that would accept 15 different values rather than being a check box.
Report, edit, etc...Posted by Kookster on 2006-12-12 at 17:13:10
I think Voys idea is best, cause the 0 is useless it makes starcraft crash if set to it. We might aswell make the 0 useful!! We dont want to making things complicated either, doing a funky conversion when we dont need to is making things complicated. Datedit is suppost to be as simple as possible and voys idea is simple.


ADDITION:
I found another bug if you set a orders targeting to the first weapon entry, guass rifle(normal) it doesnt show that it is used by the order when on that weapon. This only applies to the first weapon entry as far as i can tell.
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