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    posted a message on Galaxy++ editor
    Quote from Kueken531: Go

    @SBeier: Go

    You can save the map as a components list. Open a map file in galaxy, select Save As, select Component List, then you will see. It uses a component list file with the .SC2Components file type.

    I dont think you can open it directly with SC2, though, but the editor can open it just fine.

    Oh I just realized, the reason it zipped the folder back up was apparently because I loaded it as a map, and not the SC2Components-file :S

    Anyway, would love support for selecting a custom output directory (compile and run isn't strictly necessary as that can be done via the SC2 editor).

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor
    @SBeier: You just unzip Test.SC2Map (mpq-file) to Test.SC2Map (folder) ... and open it in the editor... that's all there is to it. The editor recognizes folder with the right content as maps. So if you would support that I would be very very happy. And the editor supports running/testing the map as a folder, I don't believe it zips it up, but that StarCraft 2 supports it too (as it does with mods), that is, MPQ-files acts just as a folder to SC2. EDIT: Gah, it seems like it actually just zips it up after saving though, so it doesn't seem to solve anything :/ So nevermind my request, although I've found another way to work around it.
    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor
    @syranide2: Sorry for spamming :P Anyway, I would really like if you could add support for unpacked SC2Maps... that is, unless you are aware, one can unzip an .SC2Map into a folder of the same name, and still run the map as usual... however with vastly improved support for collaboration. Really, all you would need to do is accept a path (instead of a file), and just replace MapScript.galaxy in that path and then run the map (I don't even think you need to zip it back up).
    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor
    Multiple assignments seem rather inefficient: int a, b, c; a = b = c = 0; generates: byte multipleAssignmentsVariable = 0; int multipleAssignmentsVariable2; c = multipleAssignmentsVariable; multipleAssignmentsVariable2 = multipleAssignmentsVariable; b = multipleAssignmentsVariable2; a = multipleAssignmentsVariable2; when it could be (not optimizing for constants): c = 0; b = c; a = b; or at the very least should just generate 1 intermediate variable, not two (of different types too).
    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor
    @SBeier: Of course, although, technically you should be able to inject the key press without too much fuss I believe. Anyway, pressing a key (or whatever you choose) is a small price to pay. ;)
    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor
    I just looked into a solution for not restarting SC2 every time you compile, and it seems that it is possible with some minor code injection: GameSetNextMap("Test/Galaxy++TestMap.SC2Map"); GameOver(1, c_gameOverVictory, false, false); (and this at the start of InitMap: TriggerDebugWindowOpen(true);) That will load the specified map... now combine that with TriggerAddEventKeyPressed and voila. The editor can now let you compile and test new maps without exiting StarCraft 2. However, the editor will need to keep track of 2 compiled maps, That it alternates between, when one is locked, it saves to the other, and the two maps sets the other one as "NextMap" (and if none of them are locked, launch StarCraft 2).
    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SBeier: Go

    Awesome!

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    g_rally_inner[0][1][0] = g_rally_inner[1][0][5] = PointFromId(501);

    is broken, only first one seems to be set correctly, the second one appears to stay undefined (it works perfectly when split into separate assigns).

    it creates this:

    multipleAssignmentsVariable = PointFromId(501); g_rally_outer[0][1][0] = multipleAssignmentsVariable;

    meaning it forgets the second variable (also, wouldn't it be better/faster to just assign the previous variable to the next, rather than storing the value in an intermediate variable?


    for-loops are broken too, increment is done at the end of the while-loop... however, it does not generate increment for continue, so you get an infinite loop.


    (also, minor bug with find/replace, it doesn't find the first occurance)

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor
    Quote from SBeier: Go

    Okay.. I need some other more reliable ftp server software.. The ftp server will be unavailable while I get that working.

    Edit: Got it up and running again. Please note that you will have to update next version manually, since the protocol for downloading files has changed a bit.

    Where do I find the latest version? 2.0.0 is the latest one on your FTP.

    EDIT: never mind, the FTP client had cached the content

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Btw, it seems like your FTP (and updater) has broken again.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor
    Quote from SBeier: Go

    1: Are you sure it's an issue? When I try it, it works just fine, as long as I save the changes I made in the normal editor, those changes are there when I test the map from my editor, even if it doesn't recompile the script.

    Yeah, it could be a user error on our part or some strangeness with the SC2 editor (slow saving?). So if it works for you then yeah, it's most likely some external "issue". Can't be sure if this has been happening lately as I'm "working around it" by changing the source code, but I'll try without that when I'm home and I'll see if it occurs again.

    Awesome work with the editor, not sure what I would do without it. ;)

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SBeier: Go

    1. Yeah, if there are no code changes, it is logical to not recompile the code... but I also test the map through your editor after making changes to the map. Meaning, unless I also make some insignificant change in a source file, then it seems like it just runs the last compiled map. It will not include the new changes I've done to the map itself.

    2. I'm not aware of any way, I tried to compile the map with SC2 running and simply restart the map in-game, I don't remember exactly what happened, but I don't think it worked... not really sure what SC2 does when you restart. If it reloads it from disk, it might be possible to just rename the running map to something else (to circumvent the SC2 lock on the file) and write a new one with the same name. But I'm unable to test it at the moment as I'm still at work. Although I doubt that it would actually work out.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SBeier: Go

    Not sure, it could have been an issue with me running it straight from the zip-file, perhaps one of the library-files didn't get read correctly? Anyway, never had it before, and can't reproduce it so probably not a big issue.

    Anyway, there is another very minor issue in the editor right now, when clicking on a character to place the cursor, rather than snap to the closest position, it always snaps to the position on the left... example: ABC, if you click on ABC, regularily, when you click on B, depending on where you click on B in a regular editor, the cursor will be placed to the left or the right... in your editor it is always placed to the left.

    Another issue I've had infrequently is when editing the map, and "compile and run" from the editor, it seems as if it doesn't always recompile the map, meaning any map changes aren't included. I'm not 100% about this, this could be a user error on my part.

    On another subject, is it possible to compile and test a new map without exiting StarCraft 2 every time? If that's not possible, then I'm curious, for me it takes 2-5 seconds for StarCraft 2 to exit (during which your editor is unusable), however, if I just kill the starcraft process it exits instantly... which to my understanding wouldn't really "break" anything. Is this an "issue" for you too? Would it perhaps be possible to have a "kill starcraft"-button/hotkey in the editor?

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SBeier: Go

    Tried the new version (errored when adding a new file to the project, no biggie, sent report). Anyway, I could no longer replicate the issue with the variables so perhaps its fixed too then.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SBeier: Go

    Great! Were you able to solve the other issue too? (variable lookup crashes: for(int = 0; i @crash)

    The FTP seems to be unavailable.

    Posted in: Third Party Tools
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