Moonlite Map Studio open beta release

Just commit does not upload the Bin folder which contains the map. I want the map uploaded so team members can edit object data and stuff and commit that.

Directory structure wise, Moonlite uploads the project folder. If you wanted to have your project in something like Google Code's svn, putting the project in the trunk folder adds the <Project Name> folder into it, which just looks silly. Not that I care overmuch about that. I have it fine the way it is.
 
Just commit does not upload the Bin folder which contains the map. I want the map uploaded so team members can edit object data and stuff and commit that.

Directory structure wise, Moonlite uploads the project folder. If you wanted to have your project in something like Google Code's svn, putting the project in the trunk folder adds the <Project Name> folder into it, which just looks silly. Not that I care overmuch about that. I have it fine the way it is.

Well, Commit only commits changes to files in the source directory. So yeah, works as intended.

And what's with having a directory structure like: "svn/trunk/(Project Name)/..." ? :eek:
 
Copying and pasting still seems a little weird. It's behavior is random. I have to spam it a few times, then it starts working.
 
I'll take a look at it. I think it might be because of me having multiple shortcuts pointing to the same delegate with the same keys.
 
Would you mind also commiting the actual map file itself? A map isnt just code you know. Terrain and object data have their parts. Also, Moonlite does not have lib_Ntve. I remember hearing that a while back, but I havent heard any response from you Vestras.

We are missing important functions in the function list, like libNtve_gf_UnitInRegion. I had to search through GE for a minute to find that because Moonlite didnt have a nice easy searchable list. :/

ALso, creating a new folder causes the folder above it in the Project Manager to share its name. Wth?

SVN bug: Me and a friend tried it out, his committed files are downloaded, but Moonlite doesnt show them until I go to right click -> Add exiting file. And then that does an exception and fails miserably, with no import. It sas the file already exists - which it does. Which is good. Except the Project Manager wont freaking display the files. Visual Studio displays everything in the project folder. You should probably follow that idea.

Sigh.
 
Would you mind also commiting the actual map file itself? A map isnt just code you know. Terrain and object data have their parts. Also, Moonlite does not have lib_Ntve. I remember hearing that a while back, but I havent heard any response from you Vestras.

We are missing important functions in the function list, like libNtve_gf_UnitInRegion. I had to search through GE for a minute to find that because Moonlite didnt have a nice easy searchable list. :/

ALso, creating a new folder causes the folder above it in the Project Manager to share its name. Wth?

SVN bug: Me and a friend tried it out, his committed files are downloaded, but Moonlite doesnt show them until I go to right click -> Add exiting file. And then that does an exception and fails miserably, with no import. It sas the file already exists - which it does. Which is good. Except the Project Manager wont freaking display the files. Visual Studio displays everything in the project folder. You should probably follow that idea.

Sigh.

Well, I'm still on vacation, so I can't really do much.
Doesn't Commit All add the map file too? The generic Commit only commits changed files... which would be code files. :)

What's lib_Ntve? Believe it or not, I haven't done any SC2 modding, because I'm too busy with Moonlite, so if it's some GE stuff you have to explain further.

I thought I had the folder issue fixed. I will fix it when I come home.
It throws an exception? Which one? You sure it's not just a dialog?
Did you update the project via Moonlite or through an external SVN client? If it's through an external SVN client, you can't really blame Moonlite, because it wouldn't know the files were there. And, are the fiels he committed a part of the project you have? If not, you have to add the files manually to the project. (Drag drop via Windows Explorer)
If you used Moonlite's built in update feature, I probably forgot to make the project manager update when the updating is done. I should probably add a Refresh button, too.
 
lib_Ntve is some sort of GUI library Blizzard wants us to use. The point is, all of the functions included in it, like checking if a unit is in a region, are currently not included by Moonlite in the function searcher.

A refresh button would work fine. I think Moonlite should be displaying all the files in itis directories, just like Visual Studio. Whenever I update, the files are placed in the directory but Moonlite does not display them. I have to manually add them - but wait! if I add them that way, Moonlite claims the file already exists in the directory. Because it does!

No idea on the exact exception, will look in a bit. It was an exception though.
 
lib_Ntve is some sort of GUI library Blizzard wants us to use. The point is, all of the functions included in it, like checking if a unit is in a region, are currently not included by Moonlite in the function searcher.

A refresh button would work fine. I think Moonlite should be displaying all the files in itis directories, just like Visual Studio. Whenever I update, the files are placed in the directory but Moonlite does not display them. I have to manually add them - but wait! if I add them that way, Moonlite claims the file already exists in the directory. Because it does!

No idea on the exact exception, will look in a bit. It was an exception though.

Well, that would be easily added. You can even do it yourself with a little bit of haxxor (if you don't want to wait). If you go to the Moonlite installation directory, into the folder named "Data", you will see a file named "GalaxyNatives.db". It's an sqlite database that you can freely add natives to. If you add all the lib_Ntve functions, you should probably upload the new database here for other users to use, too.

Visual Studio only has an option for showing files - that doesn't make them a part of the project. If you open a VS project in notepad you can see that it includes files like Moonlite projects do. So you will have to manually add files, and it's really not that big of a hassle. Did you drag and drop the files from Windows Explorer? If yes, there must be an issue with the add existing files code. I will fix it.

I'd love to see the exception :)
 
317e3w0.jpg


When I do a right click -> add existing file.

But the thing is, I got this file from SVN. I'd prefer that it be auto included; while you're at it, why not auto include anything ending with .gx or .a?

Also, did I mention file -> opening a moonlite project opens the project file itself (an xml file)?
 
317e3w0.jpg


When I do a right click -> add existing file.

But the thing is, I got this file from SVN. I'd prefer that it be auto included; while you're at it, why not auto include anything ending with .gx or .a?

Also, did I mention file -> opening a moonlite project opens the project file itself (an xml file)?

I fixed the exception, the opening project issue, and the keyboard shortcut issue.
I will not make files in the directory be auto included in the project, sorry. If you want that you can write a plugin ;)
 
How do I use this... So far, all I can do is add items to the project, but nothing happens to the map at all.
 
How do I use this... So far, all I can do is add items to the project, but nothing happens to the map at all.

I need more information.

Also guys, just for your information. The next update is gonna be huge; it will (most likely) feature the complete code completion, a new, DirectX rendering surface, more lightweight, faster, etc. Also more docking features ;)
It's gonna take some time to finish the next version, but if you have found any issues, please don't hesitate to report them so I can fix them - I'm hoping that the next version will have so little bugs that it will be out of beta stage.
 
I can add files to a project (i.e. I added a .gx file and a map file). I can edit the .gx file. But when I save, etc, compile map script, build map script, debug, nothing happens.
 
I can add files to a project (i.e. I added a .gx file and a map file). I can edit the .gx file. But when I save, etc, compile map script, build map script, debug, nothing happens.

Nothing happens doesn't really help me. I need steps to reproduce, exact steps on what you did, screenshots, etc.
 
Make project, add my map file, add a galaxy file, edit the galaxy file, save, Build Map Script, Debug.

I don't even think this is what I'm supposed to do...

At any rate, there's no documentation to even explain what to do anyways.
 
Make project, add my map file, add a galaxy file, edit the galaxy file, save, Build Map Script, Debug.

I don't even think this is what I'm supposed to do...

At any rate, there's no documentation to even explain what to do anyways.

Well, what did you put in the file?
The next version will have documentation.
 
Code. And before you ask (I'm taken aback that you'd have to ask...) yes it was operable code.

And when, pray tell, does the next version come out?
 
Code. And before you ask (I'm taken aback that you'd have to ask...) yes it was operable code.

And when, pray tell, does the next version come out?

What code? <.<
Try opening your map with an Mpq Editor, see if Andromeda.galaxy is there and see if it included in MapScript.galaxy, and see if initAndromeda (?) is run in MapScript.galaxy. If not, it is Andromeda's fault.

Well, I'd say 2-3 weeks. Probably the latter, or more.
 
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