StarForge v1.2 Released

Tuxedo Templar

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Just in case everyone didn't know already. ;)

Sorry Heim, I do it all the time with my maps, so I shouldn't talk. :p I wish starcraft.org would post this kinda stuff so it would actually be useful for a change.
 

Lwek

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About time!
I have high expectations for this. I can't try it out right now, but I will when I get back from my *****...
 

KillerMe

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Nice, I like this version a lot. It makes the briefings a lot easier to do then x-tra. I can also create new maps (I used to not be able to).

I do have one suggestion for the next version:
Whenever a color is used in mission briefing, text, description, ect... instead of having a line, have a dot that is the color that you are using. Hopefully you can understand what I'm trying to say. One quick question: can SF open maps protected by PROedit? If it can I would reccommend that you take this feature out in the next version(s).

- KM
 

Lwek

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Woah, better save screen. (Actually compatible with other editors now)
The new Isometric terrain makes terrain editor endless.

Problems/Weird:
-Little big in file size
-The Storfoge icon in the folder wont work(Run Time Error '76': Path not found) Then it opens SF and nothing wil be able to be accessed
-SETUP1 won't work. setup works though.(something about command line, then its not successfully completed, then shows some invalid procedure, then it shows the error window saying for me to send it or not
-I know I should be reporting this to your forums
-I know I have to load SF from: Start>All Programs>Starcraft>Starforge


Explain this, wait, nevermind, fix this!
 

KillerMe

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There is a problem. I imported a sound through x-tra editor. Then I opened the map up and saved it with SF. When I opened it with x-tra editor, the map works fine, except the sound file is gone. All the triggers where the sound is used are completely normal (the sound action is not disabled). If I import the sound again thru x-tra then everything works fine.
 

Lwek

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If the sound works, the sound action is not disabled, and it doesn't show a sound file in the sound editor, thats a good thing. It prevents people from stealing your sound files.
 

ShaftedTwice

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[COLOR=FF3333]T[/COLOR][COLOR=FF5555]r[/COLOR][COLOR=FF7777]u[/COLOR][COLOR=FF9999]e[/COLOR], but with PROEdit out, there's no worry (until someone cracks it). Anyways, it looks fine to me so far, although i still dont know how to put in the trigger and briefings right though. Great Job! And keep up the good work!


[color=2F2F2F]X[/color][color=3F3F3F]x[/color][color=4F4F4F]_[/color][color=5F5F5F]D[/color][color=6F6F6F]a[/color][color=7F7F7F]r[/color][color=8F8F8F]KG[/color][color=9F9F9F]h[/color]osT_xX
 

Spirit-Reaper

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I have the same problem as master virus. Something did that to me too. which then if I used this current computer I have the ctrl broken so I cannot do ctrl+alt+delete. Oh yeah once it does that it doesn't stop.
 

Heimdal

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The "Path not found" error is due to improper installation. Did you move the StarForge program after installing it? Make sure that it is in the same directory as the "Data" folder and all the necessary files are in it. There's a picture of this in the StarForge Troubleshooting thread on my forum.

As for sounds, if you open a map with sounds and then save it as a new name, the sounds don't get transfered. A quick way around this is to make a copy of the map BEFORE you open it with StarForge.

There is a problem with loading the sprite for the dark templar. I'll try to get it fixed soon...
 

Heimdal

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Have you ever seen a map with more than 4 forces? I don't think it's possible. If it is, please post the map and I'll figure out how to do it.
 

AfroJihad

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Yeah Heimdal, you're probably right. I can't find any examples anyway. Thanks though. Starforge can place units for up to 256 players right? Well how can I access these other players in the triggers screen? The triggers screen seems to only go up to player 12.
 

Heimdal

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There are only 28 distinct players or groups that triggers can be activated for (those are the ones actually listed on the screen). I don't know if units owned by players over 12 can "fire" a trigger either, but I do know that they respond to "order" triggers, and a few others. To use these players in your triggers, you just type "PlayerX" where X is the number of the player.
 

AfroJihad

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Thanks Heimdal. Just a note, the Optical Flare gives a similar error to the one the Dark Templar does.
 

AfroJihad

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zmarker also has a similar error associated with it. Most of the stuff in the sprites layer seem screwy, just a guess though.
 

Heimdal

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Ok, I found the problem causing the Dark Templar thing...I'd bet it's a similar problem for the others. Now if someone could just test them all...
 

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