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Scmdraft 2 - 0.9.0 Preview - Page 2

Forum Index > BW General
Post a Reply
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JungleTerrain
Profile Joined January 2012
Chile799 Posts
May 21 2017 20:52 GMT
#21
On May 21 2017 19:31 S.I. wrote:
I decided to do something fun last night.... transparent creep: [image loading]


That actually looks pretty cool. Might be useful in some niche scenarios
www.broodwarmaps.net
Freakling
Profile Joined October 2012
Germany1529 Posts
May 21 2017 22:18 GMT
#22
Being able to see both creep range and underlying terrain is not that niche actually...
S.I.
Profile Joined April 2017
58 Posts
May 22 2017 00:43 GMT
#23
Uploaded the version with transparent creep + fixes for resizing the left edge of the palette + a few other things.
Bolshevik-
Profile Joined November 2015
39 Posts
May 23 2017 00:39 GMT
#24
Two questions. Does this new version allow for more 'locations' than previous one's? Also, while we are talking about creep is there a way to disable it for a specific building without having to build it on a specific terrain (like rocky or ruins)?
treason2017
Profile Joined May 2017
1 Post
May 23 2017 01:44 GMT
#25
hey SI, any plans to add new features?
JungleTerrain
Profile Joined January 2012
Chile799 Posts
May 23 2017 05:06 GMT
#26
On May 23 2017 10:44 treason2017 wrote:
hey SI, any plans to add new features?


You're gonna have to be more specific, what do you even want him to implement? SCMDraft is already the most powerful editor out there.
www.broodwarmaps.net
S.I.
Profile Joined April 2017
58 Posts
May 23 2017 20:03 GMT
#27
On May 23 2017 09:39 Bolshevik- wrote:
Two questions. Does this new version allow for more 'locations' than previous one's? Also, while we are talking about creep is there a way to disable it for a specific building without having to build it on a specific terrain (like rocky or ruins)?


I'm limited by what the engine supports, in terms of locations. I also don't know of a way of doing the creep, short of possibly (I am just making things up as I go) 1: disabling creep generation va EUD trigger, 2: creating the building; 3: reenabling creep generation

On May 23 2017 10:44 treason2017 wrote:
hey SI, any plans to add new features?


The alpha linked in this thread has numerous new, small features, and as I come up with ideas / have time to work on my idea list more will be added.
Bolshevik-
Profile Joined November 2015
39 Posts
May 23 2017 23:59 GMT
#28
Hmm I'm getting some kind of error when I open latest scmdraft 2. "The procedure entry point richmond could not be located in the dynamic links library etc etc."
S.I.
Profile Joined April 2017
58 Posts
May 25 2017 00:11 GMT
#29
On May 24 2017 08:59 Bolshevik- wrote:
Hmm I'm getting some kind of error when I open latest scmdraft 2. "The procedure entry point richmond could not be located in the dynamic links library etc etc."

You can try ignoring it and seeing if everything works, it should at most effect the trigger editor.

If I can't reproduce it can I send you a version with some test code?
Bolshevik-
Profile Joined November 2015
39 Posts
May 25 2017 03:45 GMT
#30
On May 25 2017 09:11 S.I. wrote:
Show nested quote +
On May 24 2017 08:59 Bolshevik- wrote:
Hmm I'm getting some kind of error when I open latest scmdraft 2. "The procedure entry point richmond could not be located in the dynamic links library etc etc."

You can try ignoring it and seeing if everything works, it should at most effect the trigger editor.

If I can't reproduce it can I send you a version with some test code?


Well if it opens sure. Dunno the latest didn't seem to. But yeah send over one with test code.
S.I.
Profile Joined April 2017
58 Posts
Last Edited: 2017-06-02 00:06:14
June 02 2017 00:05 GMT
#31
Isometrical terrain lends to interesting illusion:

Looks round but is an oval: [image loading]

Is round but looks like an egg: [image loading]
S.I.
Profile Joined April 2017
58 Posts
Last Edited: 2017-06-09 07:58:47
June 09 2017 07:58 GMT
#32
New version up which has some fixes and a pure sprite palette + unit sprite setting in the unit palette.
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
June 09 2017 14:03 GMT
#33
Wow it cool you are working on this SI.
FOXin
Profile Blog Joined May 2017
China15 Posts
June 12 2017 06:27 GMT
#34
Thank you for your wonderful work
S.I.
Profile Joined April 2017
58 Posts
June 12 2017 07:56 GMT
#35
Something requested by a few melee map makers: Unit range display
[image loading]
Mistakes
Profile Joined February 2011
United States1102 Posts
June 26 2017 01:39 GMT
#36
Something I just found. I was making a fastest map and upon nearly completing it and testing it, the Terran and Protoss workers mine the stack of minerals no problem, but Zerg Drones don't want to mine more than one or two at a time. Any suggestions?
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
JungleTerrain
Profile Joined January 2012
Chile799 Posts
June 26 2017 03:09 GMT
#37
On June 26 2017 10:39 Mistakes wrote:
Something I just found. I was making a fastest map and upon nearly completing it and testing it, the Terran and Protoss workers mine the stack of minerals no problem, but Zerg Drones don't want to mine more than one or two at a time. Any suggestions?


Are you sure it was SCMDraft that caused this? It could be something else. Also, make sure that the minerals are not on unwalkable (impassable) tiles, as these can stop workers from mining certain patches.
www.broodwarmaps.net
Mistakes
Profile Joined February 2011
United States1102 Posts
June 26 2017 03:22 GMT
#38
On June 26 2017 12:09 JungleTerrain wrote:
Show nested quote +
On June 26 2017 10:39 Mistakes wrote:
Something I just found. I was making a fastest map and upon nearly completing it and testing it, the Terran and Protoss workers mine the stack of minerals no problem, but Zerg Drones don't want to mine more than one or two at a time. Any suggestions?


Are you sure it was SCMDraft that caused this? It could be something else. Also, make sure that the minerals are not on unwalkable (impassable) tiles, as these can stop workers from mining certain patches.


So I found the problem. I was using a tile that was highground for the area of the main building and lowground area for the minerals. For whatever reason the other races acted like it was no different but drones would not continue mining for whatever reason.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
JungleTerrain
Profile Joined January 2012
Chile799 Posts
June 26 2017 06:55 GMT
#39
On June 26 2017 12:22 Mistakes wrote:
Show nested quote +
On June 26 2017 12:09 JungleTerrain wrote:
On June 26 2017 10:39 Mistakes wrote:
Something I just found. I was making a fastest map and upon nearly completing it and testing it, the Terran and Protoss workers mine the stack of minerals no problem, but Zerg Drones don't want to mine more than one or two at a time. Any suggestions?


Are you sure it was SCMDraft that caused this? It could be something else. Also, make sure that the minerals are not on unwalkable (impassable) tiles, as these can stop workers from mining certain patches.


So I found the problem. I was using a tile that was highground for the area of the main building and lowground area for the minerals. For whatever reason the other races acted like it was no different but drones would not continue mining for whatever reason.


Erratic behavior, welcome to Brood War!
www.broodwarmaps.net
Mistakes
Profile Joined February 2011
United States1102 Posts
June 27 2017 06:16 GMT
#40
Been playing BW for ~18 years and making maps for ~10 but for whatever reason never noticed that specific bug before. Haha.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
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