Staredit Network

Staredit Network -> StarForge -> Suggestions
Report, edit, etc...Posted by Pauper on 2005-06-27 at 19:57:10
Make sure all the options work or remove them options that dont work are kinda point less dont you think?
Report, edit, etc...Posted by O)FaRTy1billion on 2005-06-28 at 16:28:55
The buttons are for options he hasn't finished.
But he (hopefully) will get them. biggrin.gif
Report, edit, etc...Posted by UED77 on 2005-07-04 at 22:20:15
Heimdal, I think StarForge is great, so far.

However, I would like to request a few features.

Could the trigger editor handle switches and locations by the switch number and the location ID, rather than the string associated with it?

Another feature I would like to see would be a string editor similar to TBLPad, in which you could create a string with any ID you wish.

Yet another one I would find really useful would be a raw, non-graphical MRGN section editor, including the ability to assign a string ID as the name of the location.

Also, in every single place where strings are used, I would welcome if I could just refer to the string ID instead of typing the string in directly.

And it would be an added bonus if this enhanced string editor could be open simultaneously with the Trigger Editor or the Location Editor.

Thanks, and keep up the good work.

UED77
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-05 at 16:21:11
QUOTE(UED77 @ Jul 4 2005, 08:20 PM)
Heimdal, I think StarForge is great, so far.

However, I would like to request a few features.

Could the trigger editor handle switches and locations by the switch number and the location ID, rather than the string associated with it?

Another feature I would like to see would be a string editor similar to TBLPad, in which you could create a string with any ID you wish.

Yet another one I would find really useful would be a raw, non-graphical MRGN section editor, including the ability to assign a string ID as the name of the location.

Also, in every single place where strings are used, I would welcome if I could just refer to the string ID instead of typing the string in directly.

And it would be an added bonus if this enhanced string editor could be open simultaneously with the Trigger Editor or the Location Editor.

Thanks, and keep up the good work.

UED77

How about option to do those, you really want to remember what every thing is?

Also, switches are just Switch 1, Switch 2, Switch 3, etc. I thought?

ADDITION:
For the brushes, add a Rotate, Flip, and Invert feature.
CODE
Rotate would be like this (each number is a tile in a brush)
123    741
456 to 852
789    963

Flip would be like this
123    321
456 to 654
789    987

Invert would be like this
123    789
456 to 456
789    123
Sorry if this was a little confusing. (that was in a code so I could use spaces)
Report, edit, etc...Posted by UED77 on 2005-07-05 at 17:55:31
QUOTE("O)FaRTy1billion")
How about option to do those, you really want to remember what every thing is?

Also, switches are just Switch 1, Switch 2, Switch 3, etc. I thought?


That's what I meant. I understand most people would vouch for the current "named" system, and I am in no way suggesting to get rid of that. I am merely asking for the option to handle data by IDs, and not by assigned strings.

And although I did not include this in my previous post, but I would like to extend my request to anything that can be handled with an ID, including
  • Units
  • Players
  • Locations
  • Switches

If the user would enter 'SetSwitch("DoorSwitch1", clear);' or something of that manner, then the program would keep track of the switch by its ID as it corresponds to the given string in the SWNM section. As far as I am aware, Starforge currently does this, but it doesn't let you enter the switch ID directly, and nor does it display this ID, it displays the associated string instead. Correct me if I am wrong. It is the optional display and edit of the IDs that I seek.

UED77
Report, edit, etc...Posted by Tarh on 2005-07-06 at 10:21:41
Well, there's a really simple annoyance with SF right now that would take about 1 minute to fix . . .

I don't think that anybody has suggested this so far, but it would make my life ALOT easier if SF could
1. Associate itself with map files
2. Allow a simple run parameter for opening them

(so that I could go Start > Run and do "C:\Program Files\StarForge\StarForge.exe" "C:\mymap.scm")

That would be great (I'm assuming you were planning on adding this simple thing in the next version?)
Report, edit, etc...Posted by Heimdal on 2005-07-06 at 13:47:51
Good suggestions...Although rotating brushes won't work like you're thinking, because the tiles themselves can't be rotated.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-06 at 15:29:49
I didn't say rotate the tiles, I meant rotate their places. Were the numbers rotated? tongue.gif
Report, edit, etc...Posted by Clokr_ on 2005-07-06 at 17:37:31
This is what he meant:

CODE

Brush[3][3] =
{ {1, 2, 3},
 {4, 5, 6},
 {7, 8, 9} };

AFTER ROTATING:

Brush[3][3] =
{ {7, 4, 1},
 {8, 5, 2},
 {9, 6, 3} };


Rotating the whole array of tiles.

But I don't think it'll be much useful anyway, since tiles will probably don't match.
Report, edit, etc...Posted by Heimdal on 2005-07-06 at 17:46:18
I know exactly what you meant. I was trying to say that the result wouldn't look pretty.
Report, edit, etc...Posted by chuiu on 2005-07-07 at 02:11:54
It depends on what you have in there really.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-07 at 15:46:09
I could have used it a few times not too long ago. tongue.gif
Also, it would be nicer then having to find each tile and doing it manually, especially if the piece is like 20x20...
Report, edit, etc...Posted by glytchur on 2005-08-06 at 19:50:56
a mirror the brushes would be real nice to have, and if the person does it right it shouldnt look bad...
what else would be nice is being able to have multiple tile palettes open at once...
Report, edit, etc...Posted by h3ih02 on 2005-08-15 at 16:36:26
I didn't read through every page so this might have been said, but i think it would be nice to have Replace All Terrain option. There would be a dialog somethinglike this:
___________
| Change X|
|Tile:[¯¯¯¯] |
|To :[¯¯¯¯] |
¯¯¯¯¯¯¯¯¯¯¯
And you would put the terrain tile #(Tile # as in the numbers on the terrain pallet titlebar, #*16+#) in the box's to change all of a certain tile, to the new tile. To get the tile # you could add a thing in the right click of the terrain pallet, and terrain layer that told you the tile #. This would also help people that use BMP2SCM.

Or do whatever you like wink.gif
Report, edit, etc...Posted by Frozen-rpg on 2005-08-17 at 17:25:24
I dont know if this is possible so someone just delete it (and pm me please) if it isnt but possibly import tilesets from other terrains into the map. Example: using snow or ashworld terrain in a badlands map.
Report, edit, etc...Posted by Heimdal on 2005-08-17 at 17:41:51
Not possible.
Report, edit, etc...Posted by Simulant on 2005-08-17 at 20:41:13
So Hemidal is this possible to place in future versions of SCMDraft2?
Report, edit, etc...Posted by Heimdal on 2005-08-19 at 12:51:29
No. You can't mix tilesets. End of story.
Report, edit, etc...Posted by SI on 2005-08-19 at 13:18:56
QUOTE(Simulant @ Aug 17 2005, 07:41 PM)
So Hemidal is this possible to place in future versions of SCMDraft2?
[right][snapback]291174[/snapback][/right]

I think you are mixing something up, however mixing tileset is not possible, was never possible, and never will be possible in starcraft
Report, edit, etc...Posted by Syphon on 2005-08-19 at 13:39:52
Without modding
Report, edit, etc...Posted by HeroicRaptor on 2005-08-28 at 00:55:06
StarForge should be able to load triggers, save triggers, and move them around.
I mean what's the point of buttons if they do nothing?
Report, edit, etc...Posted by JoeRay on 2005-08-29 at 21:04:54
ranting.gif I Get Boiling Like This Because When I Use Starforge And Im Getting Far On A Map I accidently Go Off Map And On That Gray Thing Then It Says RunTime Error And I Got censored.gifn Pissed Off Cause I Didn't Save It!
Report, edit, etc...Posted by Heimdal on 2005-08-29 at 21:05:34
That's what autosave is for. Open the .bak.scm/x file.
Report, edit, etc...Posted by HeroicRaptor on 2005-09-02 at 01:21:49
QUOTE(HeroicRaptor @ Aug 28 2005, 12:55 AM)
StarForge should be able to load triggers, save triggers, and move them around.
I mean what's the point of buttons if they do nothing?
[right][snapback]300134[/snapback][/right]

Report, edit, etc...Posted by Sniper on 2005-09-02 at 02:50:32
QUOTE(Heimdal @ Aug 29 2005, 05:05 PM)
That's what autosave is for.  Open the .bak.scm/x file.
[right][snapback]301209[/snapback][/right]

Yea, about that, maybe you should change up the auto save so when you open a .bak.scm file it doesn't create a .bak.bak.scm file. Gets really annoying when you open up your folders.
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