Scmdraft 2 - 0.9.0 Preview - Page 5
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iopq
United States810 Posts
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Freakling
Germany1525 Posts
Do you have a replay and the specific map file used in that game? | ||
S.I.
58 Posts
This is what the updated palette currently looks like (Full disclosure: Not my brush file): E: Current state now looks like this: | ||
LatiAs
27 Posts
Thats why gas of CB 1'o has worker bug. + Show Spoiler + | ||
S.I.
58 Posts
At some point I may add the display of the long path (region to region), but since that is only a rough estimate of the actual path it could be very misleading for people who do not read the info that says its an stimate. | ||
Freakling
Germany1525 Posts
On July 24 2017 19:15 LatiAs wrote: I think, if some unit move from A to B, unit try to find minimum regions between A and B(Yellow rec), not minimum distance. Thats why gas of CB 1'o has worker bug. + Show Spoiler + Not quite. What I figured out so far is that units do not really "want" to travel vertically or horizontally along (i.e. on top of) a region border while crossing another,perpendicular, region border. You can very easily test this on a simple blank map (which gives you a simple, regular 8x8 region grid). Units traveling diagonally will also go from node to node over longer distances, whereas units traveling in the axial directions will keep perfect formation (unless they are crossing a perpendicular region border while traveling on top of another one, as stated above). This is just empiric testing. I cannot tell you how it works on the algorithmic level, but it's enough of a guideline to predict small-scale unit pathing pretty accurately (like when debugging resource formations). Also: Which version of CB is that even? Seems like the minerals are shifted away from the edge by one tile... This is how I fixed it in my CB update: + Show Spoiler [show image] + Just shifted the topmost region border a tile to the left (by changing a single cliff edge tile to the left from mostly walkable to not mostly unwalkable). Another topic: Have you seen my post on Afreeca, concerning cover bugs on some ramps on Salamander? | ||
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S.I.
58 Posts
Let me know if anything isn't working. | ||
Bolshevik-
39 Posts
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JungleTerrain
Chile799 Posts
On August 23 2017 06:47 Bolshevik- wrote: Will the scmdraft 2 ever stop crashing every 5 seconds? Wasn't an issue before as much but now its just terrible. Like I just mouse around the screen and it crashes. This thread is for reporting bugs, you can also Pm S.I. and give him the diagnostic files when it crashes. He will work with you to solve the problem. | ||
S.I.
58 Posts
On August 23 2017 06:47 Bolshevik- wrote: Will the scmdraft 2 ever stop crashing every 5 seconds? Wasn't an issue before as much but now its just terrible. Like I just mouse around the screen and it crashes. Send me the minidump file and which version you are using and I will take a look. Also make sure you are using the current version. (There was a build a few weeks back that may have crashed if there was too many animations on the screen at once, but that was fixed two days later) | ||
Bolshevik-
39 Posts
On August 23 2017 07:39 S.I. wrote: Send me the minidump file and which version you are using and I will take a look. Also make sure you are using the current version. (There was a build a few weeks back that may have crashed if there was too many animations on the screen at once, but that was fixed two days later) Ok, I'll take a look. | ||
Bolshevik-
39 Posts
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S.I.
58 Posts
If it is happening in 0.9.0, then send me the Trigedit.dmp file from the crash so I can analyze the root cause. If you could also create a full memory dump in addition to the minidump it would be even easier. (Open task manager -> details -> right click on ScmDraft 2.exe column and select 'Create dump file'). The minidump is more important though. | ||
blitzburns4
9 Posts
First off, thank you for your continued work on this toolkit. It's vastly useful and intuitive and I love using it even as a noob mapmaker. With that said- I need your help for a basic function as a mapmaker, because I cannot seem to find it within scmdraft 2.0. I'm currently editing a custom map so I can play it with a reduced number of players. (Its an edit to an existing map.) I'm trying to make it so the units for the various players still spawn whether the players are there or not. Currently, if a player is not in the slot when the game starts; the units will not spawn at all. I'm trying to have the units spawn and then have a separate trigger to transfer them to a neutral computer. Any idea if I can do this within scmdraft? Thank you in advance, blitzburns4 | ||
killer_power
1 Post
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NoS-Craig
Australia3088 Posts
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S.I.
58 Posts
On October 18 2017 18:16 blitzburns4 wrote: Hello S.I. First off, thank you for your continued work on this toolkit. It's vastly useful and intuitive and I love using it even as a noob mapmaker. With that said- I need your help for a basic function as a mapmaker, because I cannot seem to find it within scmdraft 2.0. I'm currently editing a custom map so I can play it with a reduced number of players. (Its an edit to an existing map.) I'm trying to make it so the units for the various players still spawn whether the players are there or not. Currently, if a player is not in the slot when the game starts; the units will not spawn at all. I'm trying to have the units spawn and then have a separate trigger to transfer them to a neutral computer. Any idea if I can do this within scmdraft? Thank you in advance, blitzburns4 Assuming you don't want to have a CPU slot, you may be able to give those units to neutral or players 9 / 10 / 11 and re--assign them via triggers. On October 21 2017 08:12 killer_power wrote: i have a Bug, StarCraft v1.20.8.3060, Remastered unlocked. resoures is invisible, unit cost can not change If the resources are not showing up, my guess is they are not owned by player 12 (Neutral) | ||
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