This is the only one I could find from 12/6/06.
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minor bug:
Place any doodad, convert it to terrain press when you press undo it put the doodad back but it dosent change the terrain back.
Win XP(home). SCMD Release 0.7.0
QUOTE(Azg3r @ Dec 7 2006, 11:49 AM)
minor bug:
Place any doodad, convert it to terrain press when you press undo it put the doodad back but it dosent change the terrain back.
Win XP(home). SCMD Release 0.7.0
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thanks, I'll go and fix this
God, this stinks.. my fault for not keeping a backup I guess.
HUGE BUG, and yes it's still there: Compiling with the trigedit changed every single switch up one. It replaced all "switch 1" with "switch 2," "switch 2" with "switch 3," etc. The map would theororetically work just fine, excluding that it has completely messed up my organization and all triggers that used switch 256... Is there any way to reverse this damage?
windows xp, 2.0 0.7.2. I won't be using this version anymore until this is fixed, though, that's for sure.
EDIT: I did 255 "replace all"s with wordpad to repair my map. It'd still be nice to actually fix the current version though, so I can use that instead of 0.6.0.
That sucks, frit. An annoying bug that I always have is that when you burrow multiple units in the editor their picture gets messed up so it looks like they are half-burrowed.
i know exactly how you feel fritfrat...it was a different cause, but i had to go through the same processes. its much harder when the switch name is too large to fit into the find/replace text box
I'll see if I can fix it. Next time report it earlier tho, like in the prerelease, if you say youve had the bug all the time
I don't use trigedit very often, nor have I been mapping a lot recently, which is why I didn't report it until now. Most of my maps don't even use switches anyways. I've also experiences urmom's stated visual bug, but that one really doesn't bother me.
Here I edited this so I could get help and people will understand cause when I looked back over it I didn't understand it either so my problem is this.When I Use Custom Tiles I Use Ones That Show osfourse, but lets say I go in a straight line for a bit then go up a few places it will show in the straight line but not when I went up so I guess I am saying its breaking so help?
SCMDraft seems to be crashing way too often. It crashes when I save, close SCMDraft, and when I delete certain units, namely Nydus Canals, and also when I try to open the backup database. Also, in that little log thing at the bottom, I found a wierd thing, it says
CODE
Plugin(E:\Program Files\Starcraft\plugins\Classic Trigedit.sdp) is incompatible with Scmdraft version
Error loading plugin (E:\Program Files\Starcraft\plugins\Classic Trigedit.sdp)
(ENGINE) Loaded data.
. I've attached a rar file with all the dmp files, each with a different name depending on what happened. I'm using Windows XP, and using the latest build of SCMDraft (I think). Please help!
I'll take a look, I havn't heard of crashes for alot of those things.
Is the PC otherwise stable?
Does the titlebar say 0.7.0 or 0.7.2?
Well, when it crashed and I saved the .dmp files, it was 0.7.0, but I downloaded 0.7.2 and tried the same things, and it still crashed anyways. My PC seems fine, it just has a few problems with physical memory, as it does the annoying physical memory dump every now and again when a load of things are frozen.
it sounds like a ram issue and not a scmdraft issue, have you run memcheck or anything to make sure your ram is ok? I will look at the dumps but if you have bad ram then thats the likely reason
Copy/Cut/Pasting Sprites doesn't lock onto the grid when the option is enabled.
Ok you know when you save as a .chk file. If your using the "save as" feature it works fine but if you use the "save" feature it corrupts the .chk file!!!
I only care about this cause im modding and putting the .chk file into an mpq so it makes it so i dont need to take it out of the .scm or .scx file.
QUOTE(fritfrat(U) @ Dec 10 2006, 12:47 PM)
I don't use trigedit very often, nor have I been mapping a lot recently, which is why I didn't report it until now. Most of my maps don't even use switches anyways. I've also experiences urmom's stated visual bug, but that one really doesn't bother me.
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uploaded 0.7.3 which fixes this bug and a few others
ADDITION:
QUOTE(Kookster @ Dec 27 2006, 02:39 PM)
Ok you know when you save as a .chk file. If your using the "save as" feature it works fine but if you use the "save" feature it corrupts the .chk file!!!
I only care about this cause im modding and putting the .chk file into an mpq so it makes it so i dont need to take it out of the .scm or .scx file.
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fixed the bug with saving as chk .
Liftoff buildings display incorrectly. Their position is correct if they were lifting off as they did in the game, but the actual lifted unit remains in it's old position when seen in-game.
liftoff is being treated like SC does it graphically, no staredit.
If you have 2 locations named the same thing (example: A1 , A1) and you go to make a trigger for the first one and copy it for the 2nd one the location goes back to the top one unless you click on the unit again
in the displayed list, or in functionality? copying a trigger should directly copy the location index.
QUOTE(SI @ Dec 31 2006, 12:49 PM)
in the displayed list, or in functionality? copying a trigger should directly copy the location index.
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In the functionality if you got A1 and another A1 and you attempt to create a unit at both it will just create 2 at the first A1
in classic trigedit or text?
I'm not getting it in classic, and I dont know how text trigedit treats 2 locations with the same name, I would recommend not doing it
I have I have noticed ever since i have helped my freind with a respawn trigger scm draft doesnt have the teleport trigger why is this?If you can for the next version put it in there please
QUOTE(SI @ Dec 31 2006, 02:11 PM)
in classic trigedit or text?
I'm not getting it in classic, and I dont know how text trigedit treats 2 locations with the same name, I would recommend not doing it
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I get it in Classic did you fix it for 0.7.2 or something?
QUOTE(S)T-Twitch6000 @ Dec 31 2006, 02:36 PM)
I have I have noticed ever since i have helped my freind with a respawn trigger scm draft doesnt have the teleport trigger why is this?If you can for the next version put it in there please
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Teleport triggeR?
That trigger is called "move unit", dunno the exact syntax in TrigEdit.
"Teleport (Move) Units" is a stupid idea someone of the SCXE staff had since some people messed up "move" and "order: move". They should have chosen "Move (Teleport) Units" instead, if at all... As it is, you have to look for the same action at different places in SE/SCXE...