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    • CommentAuthorpool7
    • CommentTimeMar 30th 2018
    Looks like a new update was released, according to the forum's notice at the top (the green box that appears for a few seconds when you open the forum):
    The latest CC3+ update is 15 (version 3.81, released March 29th 2018). Download it from your Registration page.

    Here's what's changed/fixed according to the readme:
    CC3+ Version 3.81
    - "ChkData DAV has no pending DRQ" dialog now has a possible remedy for the error.
    - About dialog is now prettier and more interactive.
    - Added CHECKFILEVERSION command to check the file version information about the current software version.
    - Added CHECKNEWVERSION command to check with the ProFantasy site to see if a newer version of the software is available. Can happen automatically at start via checkbox on Options dialog.
    - Added CLEARFILEVERSION command to flush the file version number so that it appears as a file written with version 3.80.
    - Added CONTOURSM command to trace the contours of an entity. Works in image space, so it also works with bitmaps
    - Added CONTOURSMX command.
    - Added DELAYDRAWSYM command to enable turning on and off delay drawing of symbols (stops drawing symbols after effects).
    - Added EXPORTSETAA command to set antialiasing value for export.
    - Added EXPORTSETBORDER command to set border for export.
    - Added EXPORTSETBPCT command to set band border percentage size for export.
    - Added EXPORTSETCROP command to set cropping flag for export.
    - Added EXPORTSETHEIGHT command to set height for export.
    - Added EXPORTSETMINBPX command to set minimum number of border pixels for export.
    - Added EXPORTSETMPPP command to allow setting max pixels per pass from a macro or command line without editing CC3PlusCfg.xml
    - Added EXPORTSETVIEWER command to set auto-show viewer for export.
    - Added EXPORTSETWIDTH command to set width for export.
    - Added FORESTX command to allow placing forests around entities without having to manually make multipolies.
    - Added HEXSYMINON and HEXSYMINOFF commands to control how hex symbols are placed along border. Default is now HEXSYMINOFF (partial hexes are placed along border).
    - Added MULTIFILESCRIPT command to execute a script on all drawings in a directory.
    - Added OPENNOTE command to open an existing map note in a text window. No error message if it doesn't exist.
    - Added PINSHEETS command to add a single point entity to empty sheets. This command makes keeping empty sheets simpler.
    - Added PURGESYMM command to allow removal of all unused symbol definitions without popup question dialog.
    - Added SETTEXTSHEET command to set the Text Sheet field of the drawing presets.
    - Added STARTM command to allow general use of the "start" OS command.
    - Added SYMDELNEAR command to delete all symbols near a filled entity.
    - Added SYMFILLX command to allow SYMFILL with an exclusion operation.
    - Added TOGLSHT command to toggle visibility of a single sheet by exact name.
    - Added TOGLSHTF command to toggle visibility of one or more sheets by name.
    - Added UPDATEFILEVERSION command to udpate the file's internal version to match the software's version if the software's version is newer.
    - Added maximum number of symbols to place value to ESC and SYMFILL dialogs.
    - Added multi-select options for sheets list and adjusted button enable behavior to reflect what's possible with the selection.
    - Added option to move a contiguous selection of sheets up and down. Also has better logic for disables on buttons for moving up and down.
    - Added sheets will now be added at the end of the list selection rather than the end of the list.
    - Adjusted how effects are managed internally. This change will result in breaking behavior for Texture Overblend when opening newer files with an older version fo the software.
    - Bitmap operations somewhat faster in many cases. Also less likely to crash in certain rare cases.
    - Changed antialised export setting to use a slider. Meaning of antialiasing also changed somewhat: 100% antialiasing now means what 50% used to mean.
    - File Open and Save dialogs should look a little more modern across the system.
    - Fixed CMB command to work in reasonable amounts of time for most cases.
    - Fixed Grid Overlay dialog's master "labelling" switch to affect all labels that could be added to the grid.
    - Fixed Load and Save operations in SYMFILL and ESC dialogs.
    - Fixed crash in Alpha Blur effect.
    - Fixed duplication of map notes in dialog in File>>Open.
    - Fixed inverted preview in New File Wizard. It's also better about showing changes to symbols in the corners.
    - Fixed memory leak in point lighting effects. They should should be more memory-efficient as well.
    - Fixed selecting second-from-top item on effects list not enabling the "up" button.
    - Fixed selection problems caused by using List from the symbol manager after using LIST from the command line.
    - Fixed unnecessary file save request when opening symbol catalogs with drawing tools.
    - Henceforth, opening a file saved with a newer version of CC3+ will report a message about possible compatibility problems.
    - Hex symbols should now be more forgiving about requests to be placed in partial hexes.
    - Less cursor lag when working with a drawing containing many hotspots.
    - List of effects on EFFECTS dialog is now wider (you can read the whole effect name!)
    - Moving symbols should be slightly faster and have fewer visual artifacts.
    - Reworked color infrastructure to get better results with owner-draw list controls.
    - Small performance improvement when using lighted elements.
    - Symbol catalog windows now defaults to the left-hand side of the window when no config file is present.
    - System now only supports adding TrueType fonts. SHP, SHX, old Windows stroke fonts, and old Windows bitmap fonts are no longer available.
    - Updated LISTIMAGENAMES command to give an in-memory footprint as well as the other elements.
    Hmm, thanks for posting. Hopefully there will be more info on the new export commands. I would love to be able to export a region at a fixed resolution rather than a fixed image size (i.e. 20 pixels per map unit).
    • CommentAuthorjslayton
    • CommentTimeMar 31st 2018
    The EXPORT* commands are for issuing export settings from macro commands rather than having to enter them via dialog. It should be quite possible to construct a macro to output an image at X pixels per map unit, but you would need to enter that information somewhere before you can do the math.
    • CommentAuthorLoopysue
    • CommentTimeMar 31st 2018
    Wow! Looks like I have another new load of stuff to learn :)

    That CONTOURSM command looks interesting. Does it mean we can actually trace coastlines from jpg images, such that we no longer have to reconstruct old maps stored only in jpg format entirely by hand?
    • CommentTimeMar 31st 2018
    Yes, but it works with the actual edge of images, it doesn't find edges inside an image (like an edge detect filter does), so you'll need to do some image editing first, making the sea transparent. Should still be much easier than tracing the coastline by hand though.
    • CommentAuthorLoopysue
    • CommentTimeMar 31st 2018
    But that's a huge step forward!

    Thank you so much Profantasy Team :D
    • CommentTimeMar 31st 2018
    That's just WOW. Thank you guys.
    • CommentAuthorShessar
    • CommentTimeMar 31st 2018
    - Added option to move a contiguous selection of sheets up and down. Also has better logic for disables on buttons for moving up and down.
    - Added sheets will now be added at the end of the list selection rather than the end of the list.

    This. Is. Fantastic.

    All of the minor annoyances in my work flow are being fixed one by one. Thanks ProFantasy!
    • CommentAuthorLoopysue
    • CommentTimeMar 31st 2018
    We love you, Profantasy :D
    Love all the new macro commands! Now if only there was an easy-to-use reference spreadsheet listing the current command set so I put together some utility macros using them. (Hint, hint!)

    Dalton “still waiting for a CLONESHTEFFECTS command” Spence

    • CommentTimeMar 31st 2018
    I am working on one, but I am also working on lots of other stuff too....
    • CommentAuthorjslayton
    • CommentTimeMar 31st 2018
    CLONESHTEFFECTS? What do you envision this command doing? Based on the name, you should be able to copy the effects from one sheet and paste them to another in the dialog, unless you need it from a macro.
    • CommentAuthorjslayton
    • CommentTimeMar 31st 2018
    CONTOURSM is like the striping effect for one contour, except that it generates paths instead of just pixels. Paths that you can decorate with the ESC command if you'd like. It will trace along the transparent/not-transparent boundaries of bitmaps, so you can get some very limited tracing effects for bitmaps.
    CONTOURSMX lets you exclude something from that process, like a river inlet or a river. It's a bit like the Color Key effect, but with geometry.

    SYMFILLX lets you fill an area with symbols except for some other area (e.g. symbols can be made to avoid overwriting a river going through a forest area). FORESTX adds the exclusion capabilities of SYMFILLX to the basic FOREST command. The functionality of both SYMFILLX and FORESTX can be done with existing features, but this way you don't have to draw the inset polygons yourself. It's another example of my extreme laziness. Drawing is hard!

    DELAYDRAWSYM might be interesting for folks who want effects to work better with symbols. The existing behavior of symbol drawing draws symbols once during normal drawing, and then again after sheet effects are applied. This behavior prevents certain operations like RGB matrix processing from happening, and it darkens any pre-baked shadows in symbols. Turning off the delay-draw behavior on symbols gets somewhat different results and should allow all effects to work for symbols.
    • CommentAuthorScottA
    • CommentTimeMar 31st 2018
    I'm already loving this update and all I've done with it so far is create a couple new sheets, but it's great that they now appear up within the list and not at the very bottom and have to be manually moved!
    • CommentAuthorShessar
    • CommentTimeApr 3rd 2018
    FYI, there is another update available. Update 16.

    CC3+ Version 3.82
    - fixed bug that caused older vector symbols with multipolies CC3+ to crash
    Posted By: jslaytonCLONESHTEFFECTS? What do you envision this command doing? Based on the name, you should be able to copy the effects from one sheet and paste them to another in the dialog, unless you need it from a macro.

    Well, I wanted to avoid the name CLONESHT because that might imply duplicating the objects in the sheets. Sometimes you need a new sheet with the same (or similar) effects to an existing one. While you could save the "Effects Preset" under a new name, change the existing sheet name and reload the new preset to recreate the original sheet, this could become tedious if you are building a new template from scratch (or even from an old one). I envision the dialog being similar to the clone symbol one.
    • CommentTimeApr 4th 2018
    Well, if you just want a dialog, those features are already there, no need to mess with the effect preset thing. Just select (as in select, not check/uncheck) them all, then hit the 'Copy' button, go to the destination sheet, and select 'Paste', and you have a copy of all the effect in a sheet.
    Okay, just to clarify this the procedure is:

    1. Add the new sheet.

    2. Select the sheet with the effects you want to copy. (Make sure the "Activate Sheet Effects" box is checked.)

    3. Select all the effects for that sheet. (Since [Ctrl-A] doesn't "select all" here, you have to press the [Shift] and [Arrow] keys to select multiple effects.)

    4. Click the [Copy] button beside the list of effects.

    5. Select the new sheet.

    6. Click the [Paste] button beside the list of effects.

    I didn't notice or know how to use the [Copy] or [Paste] buttons before this. Thanks for the heads up.
    • CommentTimeApr 8th 2018
    Yes, that's correct. Note that this procedure uses the clipboard, so you can also copy effects to other maps and other instances of CC3+.
    That's great! Uhm, would copying effects from one map to another bring the fill styles with it like copying an entity would?
    • CommentTimeApr 9th 2018
    No. This only copies the effects themselves (including the settings for those effect instances)
    Just thought of a great complement to the MULTIFILESCRIPT command. Using the core code from the LIST command to gather data, it would create a script file that would draw the selected entities on the appropriate sheet and layer with the correct color, line, fill and text attributes. The name SAVESCR springs to mind. This would permit the drawing of common elements (like building footprints) on a multi-floor map set.
    • CommentTimeApr 9th 2018
    Another approach to that is to save the common elements as a part, and just use the insert part (PARTM) command. I haven't tried that in MULTIFILESCRIPT, but I guess it should work.