i havent read all threads in here, but i was asked to report all bugs/issues i know atm.
so here it is:
Bugs:
- editor crashes sometimes when updating a published map
- map publishing fails to 100% if there are more then 2 players enabled: i have to delete and add a game variant EVERYTIME again
- sometimes when i have uploaded the map, it says "couldnt open map" and crashes, i could fix this by changing the map name, this is VERY annoying
- when you create a record and put an array variable in it, and then use this array in a trigger it will work, but if you copy paste this vatriable the array index will always be "unknown", this is one of the most annoying bugs for me because records are very important for overview!
- some dialog items dont work, e.g. edit boxes[/color]
Issues:
- map size again limited to 256*256, why? it seems like 256*256 is even smaller compared to the unit size to wc3. for big rpgs its not enaugh. scaling down ALL doodads and units is A LOT of work and the ground texture will look sh*t then, so its no option. more maps are also no option because its not possible to change a map for a single player, but for all players at once, why?
- maximum of 8 tilesets: correct me if im wrong, but it seems like its not possible to use more than 8 tilesets for a map, this is also not enaugh because if you want to create different zones you need more textures to make it look good.
- skybox seems not to work if you change it with triggers
- why are so much functions again global? what if i want to change a fog only for a special player (different zones -> different fog), same with skybox or a lot of other actions.
- the bank limit: in multiplayer the amount of values that can be loaded form banks isnt nearly enaugh. for more information see: http://www.hiveworkshop.com/forums/galaxy-editor-help-zone-647/sc2-bank-files-critics-167005/ and http://forums.sc2mapster.com/development/map-development/3015-bank-files-situation-report/#p18
- why is there no direct galaxy support? a lot of people are already developing really nice tools to script in galaxy/andromeda, but why we again have to to it all ourselfes?
- the data editor needs more overview: the tabbing of the values was a very good step, we need more structure!
- some important things seem to miss: revive unit, reading out damage/armor of a unit, reading out weapon speed of a unit and much much more
- the model viewer is senseless to me. for example if i want to trigger a spell and add an effect to it, i cant browse quickly to all effects like in the WE, so i just dont know which effect fits. should i open the model previewer everytime again to check it? this sucks. correct me if im using it wrong.
- other issues with bank files: you cant use vars for preloading, so everyone can delete all bank files he wants, it also makes preloading to a very annoying procedure because you have to add every bank seperatly. jsut allow using variables and all will be good
- the 2^31 byte limit for triggers seems quite silly, but i havent got any problems with this, YET
- why are there no dynamic arrays? whould be very useful
- a lot of other small annoying thinks: why are there presets for boolean values? for example i cant set the state of a check box directly to a boolean variable, i have to check if the bool is true and then set the preset to "checked", thats sensless and just makes work, same with all other presets that only represent two values
- the gui seems to be quite laggy, dont know if its worse than in WE, but even with my phenom II with 4x3.1ghz and 4gb ddr2 800 cl4 ram it lags quite fast if a add a lot of actions to it
- why we cant use imported .jpg files with the gui editor, but with custom script? thats totally senseless.
- why did you limit the timers that much? wc3 was heaven against this. not only that timers/waits are very limited, also ALL events are VERY slow because of this
- its a very annoying thing to design the entire ui with triggers, because you must test it again and again to see how it looks. how about a GUI editor like for example in microsoft visual studio that creates the code automatically? i know that its a quite big thing, but i think it would be a great tool that would it make 10x easier to design a perfect custom ui!
- how are custom dialogs supposed to work? it seems not to be possible to get the result of a SPECIFIC custom dialog, what makes them quite senseless. would be very useful to be able to get the result (yes/no) of any custom dialog, just for simple yes no questions.[/color]
i will edit this post if i remember more.
PS: overall the editor is on a quite good way, but all this needs to be changed/fixed. if you do this, it will be perfect. just remember not to limit the mappers so much, as more freedom we have as greater the maps will be later on.
- map size again limited to 256*256, why? it seems like 256*256 is even smaller compared to the unit size to wc3. for big rpgs its not enaugh. scaling down ALL doodads and units is A LOT of work and the ground texture will look sh*t then, so its no option. more maps are also no option because its not possible to change a map for a single player, but for all players at once, why?
- maximum of 8 tilesets: correct me if im wrong, but it seems like its not possible to use more than 8 tilesets for a map, this is also not enaugh because if you want to create different zones you need more textures to make it look good.
It has a huge impact on the map size. The Texture Mask file alone is accounting for half of the map size. An empty 256*256 map with 8 texture is about 2meg. A 512*512 map with 16 textures would be 16 meg. And this only because of the terrain.
They probably want to avoid people from exploding the battle.net quotas ...
i havent read all threads in here, but i was asked to report all bugs/issues i know atm.
so here it is:
Bugs:
- editor crashes sometimes when updating a published map
- map publishing fails to 100% if there are more then 2 players enabled: i have to delete and add a game variant EVERYTIME again
- sometimes when i have uploaded the map, it says "couldnt open map" and crashes, i could fix this by changing the map name, this is VERY annoying
- when you create a record and put an array variable in it, and then use this array in a trigger it will work, but if you copy paste this vatriable the array index will always be "unknown", this is one of the most annoying bugs for me because records are very important for overview!
- some dialog items dont work, e.g. edit boxes[/color]
Issues:
- map size again limited to 256*256, why? it seems like 256*256 is even smaller compared to the unit size to wc3. for big rpgs its not enaugh. scaling down ALL doodads and units is A LOT of work and the ground texture will look sh*t then, so its no option. more maps are also no option because its not possible to change a map for a single player, but for all players at once, why?
- maximum of 8 tilesets: correct me if im wrong, but it seems like its not possible to use more than 8 tilesets for a map, this is also not enaugh because if you want to create different zones you need more textures to make it look good.
- skybox seems not to work if you change it with triggers
- why are so much functions again global? what if i want to change a fog only for a special player (different zones -> different fog), same with skybox or a lot of other actions.
- the bank limit: in multiplayer the amount of values that can be loaded form banks isnt nearly enaugh. for more information see: http://www.hiveworkshop.com/forums/galaxy-editor-help-zone-647/sc2-bank-files-critics-167005/ and http://forums.sc2mapster.com/development/map-development/3015-bank-files-situation-report/#p18
- why is there no direct galaxy support? a lot of people are already developing really nice tools to script in galaxy/andromeda, but why we again have to to it all ourselfes?
- the data editor needs more overview: the tabbing of the values was a very good step, we need more structure!
- some important things seem to miss: revive unit, reading out damage/armor of a unit, reading out weapon speed of a unit and much much more
- the model viewer is senseless to me. for example if i want to trigger a spell and add an effect to it, i cant browse quickly to all effects like in the WE, so i just dont know which effect fits. should i open the model previewer everytime again to check it? this sucks. correct me if im using it wrong.
- other issues with bank files: you cant use vars for preloading, so everyone can delete all bank files he wants, it also makes preloading to a very annoying procedure because you have to add every bank seperatly. jsut allow using variables and all will be good
- the 2^31 byte limit for triggers seems quite silly, but i havent got any problems with this, YET
- why are there no dynamic arrays? whould be very useful
- a lot of other small annoying thinks: why are there presets for boolean values? for example i cant set the state of a check box directly to a boolean variable, i have to check if the bool is true and then set the preset to "checked", thats sensless and just makes work, same with all other presets that only represent two values
- the gui seems to be quite laggy, dont know if its worse than in WE, but even with my phenom II with 4x3.1ghz and 4gb ddr2 800 cl4 ram it lags quite fast if a add a lot of actions to it
- why we cant use imported .jpg files with the gui editor, but with custom script? thats totally senseless.
- why did you limit the timers that much? wc3 was heaven against this. not only that timers/waits are very limited, also ALL events are VERY slow because of this
- its a very annoying thing to design the entire ui with triggers, because you must test it again and again to see how it looks. how about a GUI editor like for example in microsoft visual studio that creates the code automatically? i know that its a quite big thing, but i think it would be a great tool that would it make 10x easier to design a perfect custom ui!
- how are custom dialogs supposed to work? it seems not to be possible to get the result of a SPECIFIC custom dialog, what makes them quite senseless. would be very useful to be able to get the result (yes/no) of any custom dialog, just for simple yes no questions.[/color]
i will edit this post if i remember more.
PS: overall the editor is on a quite good way, but all this needs to be changed/fixed. if you do this, it will be perfect. just remember not to limit the mappers so much, as more freedom we have as greater the maps will be later on.
It has a huge impact on the map size. The Texture Mask file alone is accounting for half of the map size. An empty 256*256 map with 8 texture is about 2meg. A 512*512 map with 16 textures would be 16 meg. And this only because of the terrain.
They probably want to avoid people from exploding the battle.net quotas ...
ok but it still sucks.
Ok, but i dont get it.
256*256 with 8 textures 1.6 MiB.
How does a double textures, double size map... could take 10 times space than the other?
Im totally agreed with Mille25, also not mentioned the fact that Duplicate for Units in data and most of the things wont work properly.
Doubling both sides of a square results in quadrupling it's area.
512*512 = 4* 256*256 = 4* 1.6 MB = 6.4
This times two because of the doubled texture makes 12.8 MB.
The reason vjeux said 16 MB is because he caclulated with 2 MB for a 256*256 map, not 1.6.