Map Analyser Tool - Page 6
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TheSkunk
82 Posts
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meatpudding
Australia520 Posts
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. | ||
NinjaDuckBob
173 Posts
On January 30 2015 06:56 meatpudding wrote: 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. | ||
meatpudding
Australia520 Posts
On January 30 2015 08:52 NinjaDuckBob wrote: 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. | ||
And G
Germany491 Posts
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Randomaccount#77123
United States5003 Posts
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sTYleZerG-eX
Mexico473 Posts
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? | ||
meatpudding
Australia520 Posts
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sTYleZerG-eX
Mexico473 Posts
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. | ||
meatpudding
Australia520 Posts
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. | ||
HeadBangaa
United States6512 Posts
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Avexyli
United States688 Posts
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HeadBangaa
United States6512 Posts
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. | ||
meatpudding
Australia520 Posts
Analyser Hotfix for Windows There are still many problems that I cannot get around to fixing. Latest code on repo. | ||
meatpudding
Australia520 Posts
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! | ||
Uvantak
Uruguay1381 Posts
Anyhow, thanks again mate | ||
sTYleZerG-eX
Mexico473 Posts
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YSMS
China35 Posts
On February 11 2016 14:20 meatpudding wrote: Sorry it took so long.... but now we have an updated LotV Mac version! 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
United States663 Posts
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meatpudding
Australia520 Posts
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: 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. | ||
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