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Map Analyser Tool - Page 6

Forum Index > SC2 Maps & Custom Games
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Prev 1 4 5 6 7 Next All
TheSkunk
Profile Joined September 2010
82 Posts
January 29 2015 19:35 GMT
#101
I just re-installed and it's been working again.
meatpudding
Profile Joined March 2011
Australia520 Posts
January 29 2015 21:56 GMT
#102
On January 30 2015 01:37 NinjaDuckBob wrote:
It works pretty good. Doesn't detect the huge rocks (the ones that are really long) so the Reaper time is skewed. Any way to fix?

Also crashes whenever I try to save the image. Any advice on this?


Yeah that crash is a known issue on Windows only, it exists in SDL, the graphics library I am using (https://bugzilla.libsdl.org/show_bug.cgi?id=2705). It only happens when your map is bigger than your window, which I know is sometimes unavoidable. For me to fix it... either wait for the 2.0.4 releas of LibSdl, use the unstable snapshot, or drop SDL altogether.

The rocks aren't showing up because they aren't in footprints.txt. You can try adding them yourself if you can guess the name of them. At the moment I don't have a working copy of the editor but maybe when I do I can go through and audit all the destructibles for HotS.
Be excellent to each other.
NinjaDuckBob
Profile Joined March 2014
191 Posts
January 29 2015 23:52 GMT
#103
On January 30 2015 06:56 meatpudding wrote:
Show nested quote +
On January 30 2015 01:37 NinjaDuckBob wrote:
It works pretty good. Doesn't detect the huge rocks (the ones that are really long) so the Reaper time is skewed. Any way to fix?

Also crashes whenever I try to save the image. Any advice on this?


Yeah that crash is a known issue on Windows only, it exists in SDL, the graphics library I am using (https://bugzilla.libsdl.org/show_bug.cgi?id=2705). It only happens when your map is bigger than your window, which I know is sometimes unavoidable. For me to fix it... either wait for the 2.0.4 releas of LibSdl, use the unstable snapshot, or drop SDL altogether.

The rocks aren't showing up because they aren't in footprints.txt. You can try adding them yourself if you can guess the name of them. At the moment I don't have a working copy of the editor but maybe when I do I can go through and audit all the destructibles for HotS.

Okay, well I got a screenshot which works just fine :-)

Alright. Well the Reaper distance isn't the most important for the current purpose for me, mostly main to main.

I would suggest if you plan on updating it to include main ramp to main ramp and natural ramp to natural ramp. Would be extremely helpful for the necessary info to include for analysis, contests, etc.
NinjaDuckBob ~ Fear the fuzzy!
meatpudding
Profile Joined March 2011
Australia520 Posts
Last Edited: 2015-01-30 01:43:11
January 29 2015 23:58 GMT
#104
On January 30 2015 08:52 NinjaDuckBob wrote:
Show nested quote +
On January 30 2015 06:56 meatpudding wrote:
On January 30 2015 01:37 NinjaDuckBob wrote:
It works pretty good. Doesn't detect the huge rocks (the ones that are really long) so the Reaper time is skewed. Any way to fix?

Also crashes whenever I try to save the image. Any advice on this?


Yeah that crash is a known issue on Windows only, it exists in SDL, the graphics library I am using (https://bugzilla.libsdl.org/show_bug.cgi?id=2705). It only happens when your map is bigger than your window, which I know is sometimes unavoidable. For me to fix it... either wait for the 2.0.4 releas of LibSdl, use the unstable snapshot, or drop SDL altogether.

The rocks aren't showing up because they aren't in footprints.txt. You can try adding them yourself if you can guess the name of them. At the moment I don't have a working copy of the editor but maybe when I do I can go through and audit all the destructibles for HotS.

Okay, well I got a screenshot which works just fine :-)

Alright. Well the Reaper distance isn't the most important for the current purpose for me, mostly main to main.

I would suggest if you plan on updating it to include main ramp to main ramp and natural ramp to natural ramp. Would be extremely helpful for the necessary info to include for analysis, contests, etc.


That should be easy to do I think

Edit: Pretty sure that you are able to take measurements in the editor now as well.
Be excellent to each other.
And G
Profile Joined May 2012
Germany491 Posts
February 02 2015 08:49 GMT
#105
Anyone who thinks the "average openness" value is in any way relevant either doesn't know map design or doesn't know what "average" means. I have been manually removing average openness from generated analyser pictures for at least a year, and now that it's been removed from the analyser altogether you guys want to have it back? Seriously...
not a community mapmaker
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 30 2015 17:00 GMT
#106
--- Nuked ---
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-10-27 19:03:21
October 27 2015 19:01 GMT
#107
Sry for Bump, but any chance this can get fixed? It was never great to begin with it had a lot of bugs (oc its still very very useful).
But with the new 3.0.0 patch its almost just unusable, ramps no longer show, distances are all screwed up, LotV minerals dont show... (both pc & Mc versions)
Any chance someone can get this working for LotV or sooner?
10%
meatpudding
Profile Joined March 2011
Australia520 Posts
October 29 2015 12:05 GMT
#108
ok, I'll take a look. Anybody have any new maps that I can look at? I don't have the map editor installed atm.
Be excellent to each other.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-10-29 18:37:57
October 29 2015 18:22 GMT
#109
Thnx man I appreciate it!
Im sending you liks:
1) My map Ida (HOTS minerals)
2) a WIP im making for LOTV that has the new LotV mineral patches. (the minerals that are not showing on analyzer)
http://www.mediafire.com/download/e7b002i59czz5si/[M]_(4)_SMA_Ida.SC2Map
http://www.mediafire.com/download/6l25n2196a33f3t/LOTV_Minerals.SC2Map
I fear you might have 2 DL th editor after all

Thanks again, you analyzer is the best, and I (and I am sure many others) find it extremely useful !

Edit: LotV minerals did show on analyzer on the maps I sent you (for some weird reason) but I tested it on a couple more maps I have, and some times analyzer reads them and some times not, worth looking in2.
10%
meatpudding
Profile Joined March 2011
Australia520 Posts
November 02 2015 10:35 GMT
#110
The build has been updated.

sc2mapanalyser.appspot.com

I've linked to the latest version of StormLib and hopefully that clears up some issues. There some more bugs that should be cleared up over the next few days, as long as time permits. Unfortunately I haven't fixed everything that I wanted to so far. If you're having any problems with your map, make sure you post about it here or pm me.

Be excellent to each other.
HeadBangaa
Profile Blog Joined July 2004
United States6512 Posts
December 03 2015 11:00 GMT
#111
Thanks for keeping this project updated, meatpudding! Will you push the latest code to the repo?
People who fail to distinguish Socratic Method from malicious trolling are sadly stupid and not worth a response.
Avexyli
Profile Blog Joined April 2014
United States712 Posts
December 03 2015 17:46 GMT
#112
The analyzer still doesn't show cliffs, proper bases, and thus rush distances. :/ Still pretty useless.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
HeadBangaa
Profile Blog Joined July 2004
United States6512 Posts
December 05 2015 05:22 GMT
#113
On December 04 2015 02:46 Avexyli wrote:
The analyzer still doesn't show cliffs, proper bases, and thus rush distances. :/ Still pretty useless.

I'm moreso interested in using the map reader for my own application. The existing solutions (sc2reader, mpyq, etc) don't seem to work with the latest map file format.
People who fail to distinguish Socratic Method from malicious trolling are sadly stupid and not worth a response.
meatpudding
Profile Joined March 2011
Australia520 Posts
January 05 2016 21:01 GMT
#114
Mapmakers are keeping Starcraft Alive.

Analyser Hotfix for Windows

There are still many problems that I cannot get around to fixing. Latest code on repo.
Be excellent to each other.
meatpudding
Profile Joined March 2011
Australia520 Posts
February 11 2016 05:20 GMT
#115
Sorry it took so long.... but now we have an updated LotV Mac version!


Released Feb 11, 2016

[WINDOWS DOWNLOAD]

[MAC DOWNLOAD]


There have been a lot of changes, some bugs are fixed, some bugs are new. I wanted to put it out there bugs and all because most of it works and I wanted everyone to at least have access to the openness map.

I have put more work into identifying missing footprints. There is a more readable error message when a missing footprint is detected, which happens a lot. This is the cause of missing items like mineral patches, destructible debris, etc. These can be edited into footprints.txt at any time and should be easier if you know the name of the object. Hopefully in a future version it will be even easier to manage footprints.

I have added an interactive colour gradient editor. It's a little flimsy in this release, but it allows you to play around with openness and influence colours. Eventually every colour will be editable.

Pathing is broken, but this can be checked in the galaxy editor.

There is no "Average Openness" value. In the future this will be a toggle.

That's all I can think of for now. Happy Mapping!
Be excellent to each other.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 17 2016 02:18 GMT
#116
Thanks a lot meatpudding, now with Blizz not doing much fiddling of the engine in the foreseeable future (eternity) there should be no worry when it comes to features of the analyzer breaking anymore.

Anyhow, thanks again mate
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
February 18 2016 04:03 GMT
#117
Wow wow tyty very much!!
10%
YSMS
Profile Joined April 2015
China35 Posts
March 30 2016 05:01 GMT
#118
On February 11 2016 14:20 meatpudding wrote:
Sorry it took so long.... but now we have an updated LotV Mac version!


Released Feb 11, 2016

[WINDOWS DOWNLOAD]

[MAC DOWNLOAD]


There have been a lot of changes, some bugs are fixed, some bugs are new. I wanted to put it out there bugs and all because most of it works and I wanted everyone to at least have access to the openness map.

I have put more work into identifying missing footprints. There is a more readable error message when a missing footprint is detected, which happens a lot. This is the cause of missing items like mineral patches, destructible debris, etc. These can be edited into footprints.txt at any time and should be easier if you know the name of the object. Hopefully in a future version it will be even easier to manage footprints.

I have added an interactive colour gradient editor. It's a little flimsy in this release, but it allows you to play around with openness and influence colours. Eventually every colour will be editable.

Pathing is broken, but this can be checked in the galaxy editor.

There is no "Average Openness" value. In the future this will be a toggle.

That's all I can think of for now. Happy Mapping!

Thanks, it's very powerful, but i can find how to genarate the travel time between bases, is this not available now?
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 10 2016 21:00 GMT
#119
meatpudding, nice work! I'm so happy to see someone picked up the torch!
meatpudding
Profile Joined March 2011
Australia520 Posts
April 12 2016 01:43 GMT
#120
On April 11 2016 06:00 dimfish wrote:
meatpudding, nice work! I'm so happy to see someone picked up the torch!



On March 30 2016 14:01 YSMS wrote:
Show nested quote +
On February 11 2016 14:20 meatpudding wrote:
Sorry it took so long.... but now we have an updated LotV Mac version!


Released Feb 11, 2016

[WINDOWS DOWNLOAD]

[MAC DOWNLOAD]


There have been a lot of changes, some bugs are fixed, some bugs are new. I wanted to put it out there bugs and all because most of it works and I wanted everyone to at least have access to the openness map.

I have put more work into identifying missing footprints. There is a more readable error message when a missing footprint is detected, which happens a lot. This is the cause of missing items like mineral patches, destructible debris, etc. These can be edited into footprints.txt at any time and should be easier if you know the name of the object. Hopefully in a future version it will be even easier to manage footprints.

I have added an interactive colour gradient editor. It's a little flimsy in this release, but it allows you to play around with openness and influence colours. Eventually every colour will be editable.

Pathing is broken, but this can be checked in the galaxy editor.

There is no "Average Openness" value. In the future this will be a toggle.

That's all I can think of for now. Happy Mapping!

Thanks, it's very powerful, but i can find how to genarate the travel time between bases, is this not available now?


I think it's not working like it should.
Be excellent to each other.
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