Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: ScmDraft 2 file save error
ScmDraft 2 file save error
Apr 8 2020, 1:07 am
By: Starmods107  

Apr 8 2020, 1:07 am Starmods107 Post #1



When I attempt to save a map in ScmDraft 2 I get an error message, please help:



Build failed. Please check the log for details.

euddraft v0.4 : Simple eudplib plugin system
- Using eudplib version 0.52.1
- Running euddraft in compile mode
---------- Loading plugins... ----------
Loading plugin dataDumper...
- Loading file "G:\z Starcraft modding tool\EUD Editor 2\Data\temp\RequireData"...
Loading plugin TriggerEditor.eps...
==========================================
[Error] Error loading plugin "TriggerEditor.eps"



None.

Apr 8 2020, 6:32 pm Suicidal Insanity Post #2

I see you !

Are you saving it in scmdraft or euddraft? Cause the log has nothing to do with scmdraft.




Apr 14 2020, 8:05 am Starmods107 Post #3



Are you saving it in scmdraft or euddraft? Cause the log has nothing to do with scmdraft.
Ya the its not scmdraft2 cause the issue actually, my bad, its EUD Editor when i try to save an .e2s file.



None.

Nov 16 2020, 5:15 am martosss Post #4



I experience the same issue. As far as I've noticed it has to do with changing the input raw map. When you go to settings at change the input map to a different version, sometimes(when?) the editor goes crazy and somehow locks the map, so it can't be further changed by scm draft nor used by the eud editor itself. Effectively this action bricks the EUD map for me.

I'm still not sure what exactly the issue is, but a possible solution(from what I've seen so far) is NOT to change the input map in the EUD editor settings. What you can do instead is make a copy of the old scx file(so that you get a file "foo" and "foo (Copy)", then save the new version as "foo" and always use "foo" when you compile. Keep the "copy" versions of the raw map in case you want to revert back to it. You can also make a backup of the e2s file that you're using with each raw file and name them similarly so that you have a set of "foo_XY.e2s" and "foo_XY.scx" that go together.



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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