- Huge bunch of new units, models, effects, etc
- Overlapping regions now are easier to detect and select
- (Unconfirmed) Resource cost read by trigger for new units seems fixed but I'm not sure. Someone should try to assign resources to a viking (assault mode) and see if you can read his resource cost by trigger. I'm too lazy to test it now :D
Changing an object's identifier now resets the object's name (bug). Also sometimes it is not possible to change the object's name without first changing the modifier. Both of these may be linked to importing maps made with earlier versions of the editor.
When you add dependencies to maps that created in beta version such as campaign and story campaign units from this mods exists. When you close map and open again, noone unit from this dependencies here. OMG. But if you create new map with all dependencies, all work fine. So, we can't use units from campaign :( . Or we must recreate map. I'm shocked, really I have to redo the whole map to use all dependencies.
Anyone got this issue ? My editor took about 2min every time it launch the map (after Ctrl+F9, it went not responding throughout the whole 2 minute then launch the game) This hasn't been experienced in beta
Edit: just took to long loading all the cinematic for campagin dependencies. multi dependencies still insta-load. My poor comp :(
Haha, i solved this problem. When you already added compaign dependencies, closed map and open game, go to dependencies->choose liberty(campaign), liberty story(campaign)->press clear local file->press ok->again go to dependencies->choose liberty(campaign), liberty story(campaign)->press add standart-> choose liberty(campaign), liberty story(campaign). And if you have unit from this dependencies, with every start galaxy editor you will not see this units, but when you do my instructions they appear.
So every start Galaxy Editor you must do this everytime :DDD. I think it's better when recreating map with scracth. Cheer.
Haha, i solved this problem. When you already added compaign dependencies, closed map and open game, go to dependencies->choose liberty(campaign), liberty story(campaign)->press clear local file->press ok->again go to dependencies->choose liberty(campaign), liberty story(campaign)->press add standart-> choose liberty(campaign), liberty story(campaign). And if you have unit from this dependencies, with every start galaxy editor you will not see this units, but when you do my instructions they appear.
So every start Galaxy Editor you must do this everytime :DDD. I think it's better when recreating map with scracth. Cheer.
I rather wait possible patch fix for now, workaround at least still keeps map working and it is not really big deal if you keep map few hours open. However those with slower computers might find this workaround so slow that they re-create their maps from scratch.
However it seems to screw up behavior selection menu.
so should i just recreate my map or will this be fixed in the future? If it won't ever be fixed i'd rather just recreate my map for all the stuff i would be gaining. KorvinGump's method is a bit unorthodox and doesnt even work in some regions. If anyone knows when or if this will be fixed let me know
It doesn't really have to do with the editor but now the "Hold Fire" ability that the Ghost's and Spectres have now have an animation. They put there guns on there backs.
What are you talking about? The water textures are working fine from what I can see...
Also I found an incredibly subtle change, something has been modified with the zealot model. The ponytail model on the back of the zealot's head used to be free from the rest of the model, meaning that if you were to rapidly shake the zealot around in the editor its hair would stretch and look really goofy. It looks like the model has been revised as this is no longer possible.
Incredibly non important change, but I thought it might be worth mentioning, lol.
Rawr!
Ok I'll post it there too
- Huge bunch of new units, models, effects, etc
- Overlapping regions now are easier to detect and select
- (Unconfirmed) Resource cost read by trigger for new units seems fixed but I'm not sure. Someone should try to assign resources to a viking (assault mode) and see if you can read his resource cost by trigger. I'm too lazy to test it now :D
Anyone know if leaderboards/boss bars are still messed up in retail?
Changing an object's identifier now resets the object's name (bug). Also sometimes it is not possible to change the object's name without first changing the modifier. Both of these may be linked to importing maps made with earlier versions of the editor.
When you add dependencies to maps that created in beta version such as campaign and story campaign units from this mods exists. When you close map and open again, noone unit from this dependencies here. OMG. But if you create new map with all dependencies, all work fine. So, we can't use units from campaign :( . Or we must recreate map. I'm shocked, really I have to redo the whole map to use all dependencies.
http://www.youtube.com/user/RussianMapster
They fixed them :)
@KorvinGump: Go
OH MY FUCKING GOD WHAT?!!!??!?!?
Anyone got this issue ? My editor took about 2min every time it launch the map (after Ctrl+F9, it went not responding throughout the whole 2 minute then launch the game) This hasn't been experienced in beta
Edit: just took to long loading all the cinematic for campagin dependencies. multi dependencies still insta-load. My poor comp :(
@Jinxxx123: Go
Haha, i solved this problem. When you already added compaign dependencies, closed map and open game, go to dependencies->choose liberty(campaign), liberty story(campaign)->press clear local file->press ok->again go to dependencies->choose liberty(campaign), liberty story(campaign)->press add standart-> choose liberty(campaign), liberty story(campaign). And if you have unit from this dependencies, with every start galaxy editor you will not see this units, but when you do my instructions they appear.
So every start Galaxy Editor you must do this everytime :DDD. I think it's better when recreating map with scracth. Cheer.
http://www.youtube.com/user/RussianMapster
I rather wait possible patch fix for now, workaround at least still keeps map working and it is not really big deal if you keep map few hours open. However those with slower computers might find this workaround so slow that they re-create their maps from scratch.
However it seems to screw up behavior selection menu.
"select unit for player" now has a bunch of function. come back to your scrapped idea now.
And also, campaign functions should now work correctly, even though I haven't tried.
Still no force key input for player yet
the camera pitch and yaw bugs seem to be gone. :)
edit boxes to still not work =/
so should i just recreate my map or will this be fixed in the future? If it won't ever be fixed i'd rather just recreate my map for all the stuff i would be gaining. KorvinGump's method is a bit unorthodox and doesnt even work in some regions. If anyone knows when or if this will be fixed let me know
@drummerboy1151: Go
Yes even if you recreate map it's not work correctly. So we must waiting patch.
Items still no saves in invenotry. So fail, but share experience works fine :D .
http://www.youtube.com/user/RussianMapster
It doesn't really have to do with the editor but now the "Hold Fire" ability that the Ghost's and Spectres have now have an animation. They put there guns on there backs.
One more bug - no water textures OMG :D . I hope blizzard will fix it.
http://www.youtube.com/user/RussianMapster
@KorvinGump: Go
What are you talking about? The water textures are working fine from what I can see...
Also I found an incredibly subtle change, something has been modified with the zealot model. The ponytail model on the back of the zealot's head used to be free from the rest of the model, meaning that if you were to rapidly shake the zealot around in the editor its hair would stretch and look really goofy. It looks like the model has been revised as this is no longer possible.
Incredibly non important change, but I thought it might be worth mentioning, lol.
All of the units and upgrades from the singleplayer are not in the map editor :(
@MasterOfPwning: Go
file/dependencies/add standard/check all four options.
That's how you get all the campaign and special units...
is it just me, or are a lot of units missing their icons in the list on the left?
Most of the unit icons i see are represented by green sc2 hearts. The entire "shapes" section, for example.
A little off topic, but i'd like to point out that for a released game, sc2 still seems buggy enough to be in beta stages.