I think the updater broke when I tried it. Not sure what happened (seemed to have stopped or something, so I killed the process, then it deleted all the editor files). Anyway, downloaded from the the FTP and worked great!
A thing that has "bothered" me is why "Join output to one file" exists as an option? Whenever it isn't not ticked the script doesn't work at all... am I missing something?
I currently have symlinks to MapScript.galaxy and BankList.xml in the SC2Map-folder (to the output folder), so it's not an issue for me, but I wouldn't mind if it would be possible to have the output files also be put into the SC2Map-folder during compile (option perhaps?). So like I said, I've already got a good workaround for it, but I wouldn't mind it being part of the editor.
Which brings me to the next thing, I just realized that the SC2 editor supports reloading the map while SC2 is running (perhaps you're already aware?). Although the way they are doing it might not be so easy to figure out, if that goes nowhere, I personally wouldn't mind something as simple as your editor simply running the map through the SC2 editor.
Yeah, I know that the normal editor can test maps when sc2 is running. I have been trying to figure out how the editor is telling sc2 to load a new map, but so far no luck.
Edit
Did anyone else have problems with the updater?
I suspect that the updater was prevented from deleting some of the files. Did you have another instance of the editor running at the time?
Yeah, I know that the normal editor can test maps when sc2 is running. I have been trying to figure out how the editor is telling sc2 to load a new map, but so far no luck.
Edit
Did anyone else have problems with the updater?
I suspect that the updater was prevented from deleting some of the files. Did you have another instance of the editor running at the time?
I don't think so, but I'm not really sure. Although I'm pretty sure that I simply killed the update-process and all the editor-files instantly disappeared.
Did anyone else have problems with the updater?
I suspect that the updater was prevented from deleting some of the files. Did you have another instance of the editor running at the time?
I did not have problems with the updater, but I frequently have an issue, where the process of the editor does not get stopped after the editor was closed. So it might be possible, that you have another instance running without noticing it.
As of 2.1.1, string obfuscation still doesn't work for me; all strings become "" it seems.
You need my map script again?
When I try to view the output script file and use the search function, the editor freezes every few seconds and is incredibly slow, no way to look up specific functions or strings
I currently have symlinks to MapScript.galaxy and BankList.xml in the SC2Map-folder (to the output folder), so it's not an issue for me, but I wouldn't mind if it would be possible to have the output files also be put into the SC2Map-folder during compile (option perhaps?). So like I said, I've already got a good workaround for it, but I wouldn't mind it being part of the editor.
Apparently the SC2-editor destroys the symlinks when we save the map, so that doesn't work as well as we'd hoped. Would it be possible to have an option to copy the output-files (galaxy, banklist) to the source map-folder as well? Makes it easier when going back and forth making changes in the editor and in galaxy, and I personally see no downside to the files being put there as well (especially since it also makes publishing the map easier).
On another note, used your editor extensively these last days and not had a single issue with the editor! Have noticed a few minor things:
1. CTRL-F doesn't autofocus the "find"-field (and ESC not working too).
2. Selecting past the right-side of the window doesn't scroll the texteditor.
3. Pressing pgdown/pgup when autocomplete is visible should either scroll the autocomplete or scroll the editor and close the autocomplete (right now it scrolls the editor and the cursor follows, but autocomplete stays up).
4. When updating from a repository, if the file is open in the editor, it seems that the editor "force saves" (and overwrites) the file even though it has not changed in the editor. Not a major issue once you're aware of it though.
5. We currently only work on one map extensively, having to select it among the projects every time we start your editor is hardly an issue, but still an unnecessary step. Would it be possible to have your editor remember the last opened project, perhaps open the project if there is only one, or just allow specifying which project to open in the command line.
6. The auto indentation is bugged sometimes, it likes seems to miss one indentation at times... so far I've only encountered this when copying my trigger template, which has "if (testConditions) {}" in it... I haven't verified it yet, but I'm guessing that the auto indentation messes up because of the "{}".
7. When you type "{" it adds a "}" behind the cursor, a nice feature when writing new code, but when you're adding stuff to old code, it means that you might be trying to wrap something in an if-statement, not to create a new one (meaning it is easy forget the "}" being put there. I'm not a huge fan of the automatic "}", personally I would like an option to turn it off... or perhaps have it add the "}" only after you press another key on the same line (meaning, if you move the cursor away, it doesn't add "}").
8. (the above mentioned, "copy output to source" for folder-maps would be appreciated, or just use the source-folder as the actual output-folder)
To reiterate, very minor things, I'm not sure what I'd do without your editor. ;)
When I try to view the output script file and use the search function, the editor freezes every few seconds and is incredibly slow, no way to look up specific functions or strings
I know the search function needs work. I'll get around to it.
@syranide2: Go
You are aware that you can compile and copy the output to a map, right? If you selected the project map to be a folder map, then it will ask for a folder map to save it in, which can be the original map itself.
I might not be working that much on it this week. Got exams coming up friday, and the following tuesday.. busy busy busy.
@syranide2: Go
You are aware that you can compile and copy the output to a map, right? If you selected the project map to be a folder map, then it will ask for a folder map to save it in, which can be the original map itself.
I might not be working that much on it this week. Got exams coming up friday, and the following tuesday.. busy busy busy.
Hmm?
When I select "project settings", I click "select folder", pick my "source"-folder, click "okay"... that's what I've done so far, and from what I can tell, the editor creates it's own copy of the "source"-folder whenever I compile and it puts the files there, I haven't seen any way of setting the output-folder. Have I missed something or did I misunderstand you?
What I'm referring to is Build->Compile and Save (Shift + F9)
Yeah, but the problem is, I don't really want to be asked to open the editor every time I save, nor choose the same folder over and over. Meaning, it's faster for me to compile and run a batch-file that copies the files (or rather, re-symlink the files everytime I save the map). The map editor reads the files without reloading the map.
So indeed, compile and save is what I'm looking for, but without all the fuss, just have it always save the files to the same location, no questions asked. It's especially useful now that your editor doesn't support reloading the map. Meaning, I mostly compile the code in your editor and then press "test" in the map editor.
(Also, compile and save for "folder-maps" incorrectly opens the map, it must open the .SC2ComponentList-file or it will zip everything back up for us when we save)
Another thing I've noticed, galaxy supports +/- for points I believe? But it seems that your language does not?
I wonder if it is possible to edit mods with your editor? Or can i only edit maps with it
I think it would be quite sufficient if it just would be able to compile into a folder and run another specified map tthen. So i could just make my mod as sc2compnent and run the map which i just to test the mod.
It might even be enough just to let the Folder ending sc2mod be allowed in the folder selection^^
@Alevice: Go
It is a bug in the editor. It reports a syntax error for you, because the editor didn't move a struct above a place where it is needed. It will be fixed in the next version.
Make sure you've ticked "Join output to one file" or it will basically always error.
It will report errors if there are many files in the project, since there seems to be a limit to the amount of files that an mpq can hold, but it shouldn't give you a syntax error when you test it. I haven't encountered a syntax error in my tests, but I don't want to rule it out.
Still. I recommend always having just one output file. I'll make that the default behavior.
@Brainshack: Go
I haven't toyed much with mods myself.. Are they basically maps? Do they need an InitMap function as well? How do you create em?
@Alevice: Go
It is a bug in the editor. It reports a syntax error for you, because the editor didn't move a struct above a place where it is needed. It will be fixed in the next version.
It will report errors if there are many files in the project, since there seems to be a limit to the amount of files that an mpq can hold, but it shouldn't give you a syntax error when you test it. I haven't encountered a syntax error in my tests, but I don't want to rule it out.
Still. I recommend always having just one output file. I'll make that the default behavior.
@Brainshack: Go
I haven't toyed much with mods myself.. Are they basically maps? Do they need an InitMap function as well? How do you create em?
We only had 3 files in our project, running the map without the scripts being joined to one file caused some generic script error. Now we have 5 files, same thing. It has never worked for us, so not sure what's going on? Perhaps it's something with broken includes or something?
Mods are exactly like maps, except they have NO terrain and all that goes with it (when you create a new map, you get the option to create a map or a mod). The point with mods is to be able to share content across multiple maps (campaigns mostly), the default mods are the reason you get access to blizzards texture sets, units, scripts, etc.
@Alevice: Go
It is a bug in the editor. It reports a syntax error for you, because the editor didn't move a struct above a place where it is needed. It will be fixed in the next version.
<
Actually the editor doesnt spit bugs, but the actual game engine does.
And for the record, my map is actually a SC2components folder, so no mpq failure.
I made a new version.. v2.1.0, with the following changes
@SBeier: Go
I think the updater broke when I tried it. Not sure what happened (seemed to have stopped or something, so I killed the process, then it deleted all the editor files). Anyway, downloaded from the the FTP and worked great!
A thing that has "bothered" me is why "Join output to one file" exists as an option? Whenever it isn't not ticked the script doesn't work at all... am I missing something?
I currently have symlinks to MapScript.galaxy and BankList.xml in the SC2Map-folder (to the output folder), so it's not an issue for me, but I wouldn't mind if it would be possible to have the output files also be put into the SC2Map-folder during compile (option perhaps?). So like I said, I've already got a good workaround for it, but I wouldn't mind it being part of the editor.
Which brings me to the next thing, I just realized that the SC2 editor supports reloading the map while SC2 is running (perhaps you're already aware?). Although the way they are doing it might not be so easy to figure out, if that goes nowhere, I personally wouldn't mind something as simple as your editor simply running the map through the SC2 editor.
Yeah, I know that the normal editor can test maps when sc2 is running. I have been trying to figure out how the editor is telling sc2 to load a new map, but so far no luck.
Edit
Did anyone else have problems with the updater?
I suspect that the updater was prevented from deleting some of the files. Did you have another instance of the editor running at the time?
I don't think so, but I'm not really sure. Although I'm pretty sure that I simply killed the update-process and all the editor-files instantly disappeared.
I did not have problems with the updater, but I frequently have an issue, where the process of the editor does not get stopped after the editor was closed. So it might be possible, that you have another instance running without noticing it.
As of 2.1.1, string obfuscation still doesn't work for me; all strings become "" it seems.
You need my map script again?
When I try to view the output script file and use the search function, the editor freezes every few seconds and is incredibly slow, no way to look up specific functions or strings
Hi, I am getting an unhandled exception on compile. I am PM you the code.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Apparently the SC2-editor destroys the symlinks when we save the map, so that doesn't work as well as we'd hoped. Would it be possible to have an option to copy the output-files (galaxy, banklist) to the source map-folder as well? Makes it easier when going back and forth making changes in the editor and in galaxy, and I personally see no downside to the files being put there as well (especially since it also makes publishing the map easier).
On another note, used your editor extensively these last days and not had a single issue with the editor! Have noticed a few minor things:
1. CTRL-F doesn't autofocus the "find"-field (and ESC not working too).
2. Selecting past the right-side of the window doesn't scroll the texteditor.
3. Pressing pgdown/pgup when autocomplete is visible should either scroll the autocomplete or scroll the editor and close the autocomplete (right now it scrolls the editor and the cursor follows, but autocomplete stays up).
4. When updating from a repository, if the file is open in the editor, it seems that the editor "force saves" (and overwrites) the file even though it has not changed in the editor. Not a major issue once you're aware of it though.
5. We currently only work on one map extensively, having to select it among the projects every time we start your editor is hardly an issue, but still an unnecessary step. Would it be possible to have your editor remember the last opened project, perhaps open the project if there is only one, or just allow specifying which project to open in the command line.
6. The auto indentation is bugged sometimes, it likes seems to miss one indentation at times... so far I've only encountered this when copying my trigger template, which has "if (testConditions) {}" in it... I haven't verified it yet, but I'm guessing that the auto indentation messes up because of the "{}".
7. When you type "{" it adds a "}" behind the cursor, a nice feature when writing new code, but when you're adding stuff to old code, it means that you might be trying to wrap something in an if-statement, not to create a new one (meaning it is easy forget the "}" being put there. I'm not a huge fan of the automatic "}", personally I would like an option to turn it off... or perhaps have it add the "}" only after you press another key on the same line (meaning, if you move the cursor away, it doesn't add "}").
8. (the above mentioned, "copy output to source" for folder-maps would be appreciated, or just use the source-folder as the actual output-folder)
To reiterate, very minor things, I'm not sure what I'd do without your editor. ;)
No, I still have it. I am working on another way of handling the deobfuscation, that hopefully works everywhere.
I know the search function needs work. I'll get around to it.
@Alevice: Go
Fixed it in version 2.1.2.
@syranide2: Go
You are aware that you can compile and copy the output to a map, right? If you selected the project map to be a folder map, then it will ask for a folder map to save it in, which can be the original map itself.
I might not be working that much on it this week. Got exams coming up friday, and the following tuesday.. busy busy busy.
Hmm?
When I select "project settings", I click "select folder", pick my "source"-folder, click "okay"... that's what I've done so far, and from what I can tell, the editor creates it's own copy of the "source"-folder whenever I compile and it puts the files there, I haven't seen any way of setting the output-folder. Have I missed something or did I misunderstand you?
Exams sure are fun ;)
What I'm referring to is Build->Compile and Save (Shift + F9)
Yeah, but the problem is, I don't really want to be asked to open the editor every time I save, nor choose the same folder over and over. Meaning, it's faster for me to compile and run a batch-file that copies the files (or rather, re-symlink the files everytime I save the map). The map editor reads the files without reloading the map.
So indeed, compile and save is what I'm looking for, but without all the fuss, just have it always save the files to the same location, no questions asked. It's especially useful now that your editor doesn't support reloading the map. Meaning, I mostly compile the code in your editor and then press "test" in the map editor.
(Also, compile and save for "folder-maps" incorrectly opens the map, it must open the .SC2ComponentList-file or it will zip everything back up for us when we save)
Another thing I've noticed, galaxy supports +/- for points I believe? But it seems that your language does not?
The scripts giving me now runtime syntax errors. Im pming you the files again.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Make sure you've ticked "Join output to one file" or it will basically always error.
Hi SBeier,
I wonder if it is possible to edit mods with your editor? Or can i only edit maps with it
I think it would be quite sufficient if it just would be able to compile into a folder and run another specified map tthen. So i could just make my mod as sc2compnent and run the map which i just to test the mod.
It might even be enough just to let the Folder ending sc2mod be allowed in the folder selection^^
@syranide2: Go
You have to be shitting me. I will try it back at home.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
It is a bug in the editor. It reports a syntax error for you, because the editor didn't move a struct above a place where it is needed. It will be fixed in the next version.
It will report errors if there are many files in the project, since there seems to be a limit to the amount of files that an mpq can hold, but it shouldn't give you a syntax error when you test it. I haven't encountered a syntax error in my tests, but I don't want to rule it out.
Still. I recommend always having just one output file. I'll make that the default behavior.
@Brainshack: Go
I haven't toyed much with mods myself.. Are they basically maps? Do they need an InitMap function as well? How do you create em?
We only had 3 files in our project, running the map without the scripts being joined to one file caused some generic script error. Now we have 5 files, same thing. It has never worked for us, so not sure what's going on? Perhaps it's something with broken includes or something?
Mods are exactly like maps, except they have NO terrain and all that goes with it (when you create a new map, you get the option to create a map or a mod). The point with mods is to be able to share content across multiple maps (campaigns mostly), the default mods are the reason you get access to blizzards texture sets, units, scripts, etc.
Actually the editor doesnt spit bugs, but the actual game engine does.
And for the record, my map is actually a SC2components folder, so no mpq failure.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
Your avatar makes me want to run the other way. Its scary. ._.
Mission accomplished, then.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!