I just posted this on the official sc2 forums, and I thought I'd post it here as well:
If any of you have tried to use the Liberty Campaign Dependencies, you may have run into some serious bugs with the editor. These may include:
When creating a new map and including campaign dependencies, the editor does not recognize any of the resources associated with those dependencies (i.e. none of the resources show up in the data editor).
When adding campaign dependencies to a map with custom data defined, all custom data becomes corrupted (names disappearing, editor not correctly recognizing them, etc.).
After saving, exiting the editor, and reloading a map with campaign dependencies, the same thing happens as with bullet point number one. (This may or may not only happen for maps created using the Beta Editor - another post here claims this is true, but I've experienced the bug in both old and new maps.)
Bug 2 can be solved by saving and reloading the map, which fixes all custom data, but then you run into bug 3, and the only way of fixing that is to delete and re-add the campaign dependencies, which brings you right back to bug number 2. Awesome.
After a few hours of messing around, I have a tentative solution to this issue (which Blizzard will hopefully fix soon).
Basically, when adding or re-adding the campaign dependencies, make sure that the Liberty Story Mode dependency is the first on the list. You can do this by selecting it and pressing the up arrow. Then, save your map and reload (to fix bug 2 - if applicable), and all the campaign resources should be correctly recognized by the editor. You may now edit your map normally from this point on.
I've confirmed this definitely works for me for both old and new maps. Hopefully it will also work for those of you running into the same problems.
had bug nr3 and just putting story on top of the list solved it
edit: now I'm getting the error too much dependencies while publishing...
where does the Teams 06 (mod) come from? O.o its not in the dependencies list but in the publishing window
edit3: this is bugged as hell.. solved the problem by putting campaign and story back on bottom of the list.
as long as they are on top of the list the mysterious Teams 06 (mod) appears as dependency
Thanks for the fix man, I might also note that the custom units I placed on the map have returned after following your instructions. Saved me tons of time.
I have a solution for bug 1, you need to place a unit from the campaign.
If you don't want to place any real unit place the port junker critter.
Then it will remember the dependency that unit was in.
Okay, so guys, if we make a new map and look to use campaign units, how do we set up the dependencies? Do we add the Liberty (campaign) and set it up first on the list?
Also, what about the Liberty Story (campaign) one?
I mean, can you guys elaborate on this matter?
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I am thankful for your fix, and i have an alternate more specific workaround that i discovered if anyone needs. If you have a map with the custom units (that works) and a map with them with dependency problems causing them to not work...
First, open the map with the working units, highlight and copy the button, actor, unit, custom model if applicable, and custom behaviors and spells. After each copy you will open the other map (do not close the editor or it will lose your copy and paste clipboard similar to Microsoft office's enhanced clipboard) and paste it into the map that needs the specific unit. Sadly this must be done for each individual part of the unit needed but it does not rely on dependencies no longer in your map anymore. The editor has a way of making it non dependent which i don't really understand.
This can also be done by highlighting many units, actors, custom models, and simultaneously pasting them in this procedure. Yes, i understand it's not an ideal fix but it can help if you're in trouble.
I am thankful for your fix, and i have an alternate more specific workaround that i discovered if anyone needs. If you have a map with the custom units (that works) and a map with them with dependency problems causing them to not work...
First, open the map with the working units, highlight and copy the button, actor, unit, custom model if applicable, and custom behaviors and spells. After each copy you will open the other map (do not close the editor or it will lose your copy and paste clipboard similar to Microsoft office's enhanced clipboard) and paste it into the map that needs the specific unit. Sadly this must be done for each individual part of the unit needed but it does not rely on dependencies no longer in your map anymore. The editor has a way of making it non dependent which i don't really understand.
This can also be done by highlighting many units, actors, custom models, and simultaneously pasting them in this procedure. Yes, i understand it's not an ideal fix but it can help if you're in trouble.
I may have to try your strategy. I found that changing the order causes liberty.multi units to be unavailable.
Problem. I can't find a way to have it load all the multiplayer stuff over the campaign stuff. So if the Siege Tank weapon from both are loaded, the campaign version automatically is loaded on top of the other ones. (Siege Mode cannon does 60 damage instead of 50 in campaign) I don't want that, I want the multiplayer balance, but with the SP stuff in there, too. Is that possible by only playing with the dependencies and not having to copy + paste the campaign units or the multiplayer stats onto the SP stats?
EDIT: Made some progress. Opened the base.sc2data MPQ file out of the Liberty.sc2campaign folder...There's some XMLs in there that contain all the ability, model, button, upgrade, unit, etc. data from the campaign. I have thus an idea; Just copy & paste to a sample mod's data, and voila!
EDIT 2: It works! Mod files are like MPQs. Now let's see if the SC2 Editor will be able to read the mod file if I edit it with Ladik's MPQ Editor. If it works, it means I can basically create a mod using a text editor to mod the XML files! And it will also be compatible with newer patches, too! Just like modding C&C3 and RA3, in a sense. Now I can add SP stuff quickly and painlessly to the MP game, so that the SP dependency data does not override the MP one. That way, I don't have Siege Tanks that do 60 damage in Siege Mode in MP with my mod, rather than the normal 50.
EDIT 3: It all worked fine. Making a new topic and a tutorial.
I just posted this on the official sc2 forums, and I thought I'd post it here as well:
If any of you have tried to use the Liberty Campaign Dependencies, you may have run into some serious bugs with the editor. These may include:
Bug 2 can be solved by saving and reloading the map, which fixes all custom data, but then you run into bug 3, and the only way of fixing that is to delete and re-add the campaign dependencies, which brings you right back to bug number 2. Awesome.
After a few hours of messing around, I have a tentative solution to this issue (which Blizzard will hopefully fix soon).
Basically, when adding or re-adding the campaign dependencies, make sure that the Liberty Story Mode dependency is the first on the list. You can do this by selecting it and pressing the up arrow. Then, save your map and reload (to fix bug 2 - if applicable), and all the campaign resources should be correctly recognized by the editor. You may now edit your map normally from this point on.
I've confirmed this definitely works for me for both old and new maps. Hopefully it will also work for those of you running into the same problems.
/bow
Works perfectly :)
Can't say that for sure though, would have to do more testing.
Sticky this
Nevermind my post in the other thread. I got it to work! Thanks! :D I can build SCOURGE!! XD
You saved my map. Thanks!
perfect :D
had bug nr3 and just putting story on top of the list solved it
edit: now I'm getting the error too much dependencies while publishing... where does the Teams 06 (mod) come from? O.o its not in the dependencies list but in the publishing window
edit3: this is bugged as hell.. solved the problem by putting campaign and story back on bottom of the list. as long as they are on top of the list the mysterious Teams 06 (mod) appears as dependency
@wangbot: Go
Thanks for the fix man, I might also note that the custom units I placed on the map have returned after following your instructions. Saved me tons of time.
Confirming dis
@wangbot: Go
Thanks a bunch! This works!
I have a solution for bug 1, you need to place a unit from the campaign. If you don't want to place any real unit place the port junker critter. Then it will remember the dependency that unit was in.
Okay, so guys, if we make a new map and look to use campaign units, how do we set up the dependencies? Do we add the Liberty (campaign) and set it up first on the list?
Also, what about the Liberty Story (campaign) one?
I mean, can you guys elaborate on this matter?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
@s3rius: Go
Oh, okay. Thanks a lot man. I will keep this in mind. Everyone should know about this too, imo.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I am thankful for your fix, and i have an alternate more specific workaround that i discovered if anyone needs. If you have a map with the custom units (that works) and a map with them with dependency problems causing them to not work...
First, open the map with the working units, highlight and copy the button, actor, unit, custom model if applicable, and custom behaviors and spells. After each copy you will open the other map (do not close the editor or it will lose your copy and paste clipboard similar to Microsoft office's enhanced clipboard) and paste it into the map that needs the specific unit. Sadly this must be done for each individual part of the unit needed but it does not rely on dependencies no longer in your map anymore. The editor has a way of making it non dependent which i don't really understand.
This can also be done by highlighting many units, actors, custom models, and simultaneously pasting them in this procedure. Yes, i understand it's not an ideal fix but it can help if you're in trouble.
I may have to try your strategy. I found that changing the order causes liberty.multi units to be unavailable.
@wangbot: Go
THX God, thanks a lot.
http://www.youtube.com/user/RussianMapster
Woot! Thanks a bunch! Might wanna rename this thread to "Fix for Campaign dependency bug" and someone get this stickied!!! :)
I don't think enough praise can be given for discovering and then sharing this solution. Thank you, truly.
vote for sticky
Thank you, such an easy fix but works beautifully.
Problem. I can't find a way to have it load all the multiplayer stuff over the campaign stuff. So if the Siege Tank weapon from both are loaded, the campaign version automatically is loaded on top of the other ones. (Siege Mode cannon does 60 damage instead of 50 in campaign) I don't want that, I want the multiplayer balance, but with the SP stuff in there, too. Is that possible by only playing with the dependencies and not having to copy + paste the campaign units or the multiplayer stats onto the SP stats?
EDIT: Made some progress. Opened the base.sc2data MPQ file out of the Liberty.sc2campaign folder...There's some XMLs in there that contain all the ability, model, button, upgrade, unit, etc. data from the campaign. I have thus an idea; Just copy & paste to a sample mod's data, and voila!
EDIT 2: It works! Mod files are like MPQs. Now let's see if the SC2 Editor will be able to read the mod file if I edit it with Ladik's MPQ Editor. If it works, it means I can basically create a mod using a text editor to mod the XML files! And it will also be compatible with newer patches, too! Just like modding C&C3 and RA3, in a sense. Now I can add SP stuff quickly and painlessly to the MP game, so that the SP dependency data does not override the MP one. That way, I don't have Siege Tanks that do 60 damage in Siege Mode in MP with my mod, rather than the normal 50.
EDIT 3: It all worked fine. Making a new topic and a tutorial.