5 more crashes since last post, I know the SC2 Editor is "free" and "unsupported", but I'm really peeved at how buggy this release is. Blizzard QA is so very very bad.
does anyone have problems with custom resource icons ? I changed them via the Assets.txt workaround, but it seems this doesn´t work anymore :(. Could anyone solve the problem ? Thanks in advance !!
OFFTOPIC Division by 0 - Wiki
Look at the graph. From the right the graph is nearing a +inf, and from the left is -inf. From the theorem it is known, that having to different limits at one point from different sides means that it limit is undefined. So, a/0=Undefined!
ONTOPIC
While loading the map, the Messege box now gives those... coordinates? (ex. [98 1] or [9a 1] or [cef 1])) What can they possibly mean?
the only shuttle crashes that i recall are impossible not to recall... Challenger and Columbia. Challenger was caused by a faulty sealant ring on the fuel tanks, which broke and let out fuel that burned through the whole tank. Columbia was caused by damage to the heat shielding, which allowed the wing to melt from the inside out during reentry. This eventually destroyed the wing, and the entire shuttle. I would troll NASA, but I'd rather just feel sorry for those patriots who died.
"Quitting out of a map will now cause the player leave trigger event to be dispatched before the player actually exits which will give triggers a chance to change the victory/defeat state."
In my "player leaves" trigger, the Save Bank function does not seem to work for the player leaving (as before 1.4). I figured that would work now...anyone else have any insight on this?
I also decided that I don't open my maps with new editor immediately :)
So I'm going to open my maps next time on weekend and fix all things that may be broken. I have no custom UI or things like that so propably my maps are just fine. Maybe some command card problems?
Anyway I'm sure that this patch is good thing in a long run.
"Quitting out of a map will now cause the player leave trigger event to be dispatched before the player actually exits which will give triggers a chance to change the victory/defeat state."
In my "player leaves" trigger, the Save Bank function does not seem to work for the player leaving (as before 1.4). I figured that would work now...anyone else have any insight on this?
I would advise against this design decision just for the reasoning that a player can intentionally crash their client out to skip the result of this event. I would not do bank saving on player leave, but instead set a flag on the bank when the game starts, and check for this "leaver" flag at the initialization of the map instead. That way players only clear this flag if they sit through the entire match.
I believe it was not converting metric/imperial that crashed a martian rover and general lack of data type conversion that crashed a hell of a lot more than that (rockets, etc.). Stupid doubles/floats/longs/ints.
Is it just me or has it become a LOT slower to search through things in the data editor using the search bar? It seems like they changed the search algorithm or something.
I would advise against this design decision just for the reasoning that a player can intentionally crash their client out to skip the result of this event. I would not do bank saving on player leave, but instead set a flag on the bank when the game starts, and check for this "leaver" flag at the initialization of the map instead. That way players only clear this flag if they sit through the entire match.
+1
To the majority of other people, stop hijacking this topic or I'll hijack it with Tofu. And yeah, you don't want that do you ....
I appreciate your input. However, I find it funny on this site how instead of answering a technical question, people tend to give their opinion about design decisions without having a clue as to how I'm using a given feature in my map. I don't want to sound ungrateful, but design decisions have nothing to do with my question. Some insight on the technical aspects of this new feature is what I'm after. Thanks.
Design is the most important part of doing anything game related, bad design = bad thought process, bad thought process = having to redo a bunch of shit over and over cause you didn't go it right the first time, or something not working right because you're doing it wrong somewhere closer to home.
Mephs is one of the best assets you have and you should heed his advice; he told you the best way of doing something, which; when you commented on it not working, he provided the work around to it. Judging from your previous posts, and your questions in the trigger forum, he indeed was right to comment your specific post above with that specific answer because it would be something that you would want to greatly consider for the type of game that it is presumed you are making based upon your specific questions.
Your map is unplayable at greater than 6 players? Tofu has supported 16 (4 computers, 12 players) with no problems, Smashcraft something similar. This is because you still have a huge lack of knowledge compared to Mephs or I, so if we reply to your post with a design decision when keeping in mind your previous questions, then this should be more important than a technical answer that was provided aswell if abietly in a more subtle way. Knowledge of scripting merely requires time, Mephs and I have simply been learning it longer than you, and there is no barrier for you to over take us (so I am not calling you stupid, or anything like that). Everything I have ever learnt is through trial and error, the original Tofu engine was around 30,000 lines of code, it is now sitting at around 10,000 lines, and is a shitload faster and more powerful, does a tonne of new stuff - simply because I invested so much time into refining the same code over and over again. Pretty much anyone can write code, but writing good clean effective code takes a shitload of experience, and good design from the beginning, for instance, take a look at Minecraft, people can make amazing things, but if the code is written less than idealy, it shows through bugs and lag.
I spent an entire day a few months ago going through every line of code I had written to see where it could be optimized because I was hitting the "too many threads" threshold, which would show itself when a specific hero used an ability to summon more than 5 units at a time. Once I figured out what I was doing wrong and changed it (as simple as removing an event and incorporating it into the game loop) I removed 95% of the lag (threads) of Tofu, not that it was noticable in game, but through the debugger it was. Not including hotkey triggers/dialog events, Tofu runs with something like 5 triggers? One of which is the game loop (periodic event), another for when a unit dies, takes damage, uses abilities and manipulates inventory. The entire game runs with something like 4 events, it only requires 4 events to operate, every other function is called when needed from the game loop.
This is simply because of good design when I was planning the engine in the beginning. Good design is paramount to everything else, and from your posts so far, it appears that you might lack the knowledge of how to do a few things to the best of their potential, simply because of a lack of good design.
The post from Blizzard said only "Changing the defeat/victory state", it mentioned nothing about Banks, so therefore, one should not assume that they are "meant to be working", because Blizzard did not specifically state that they would work.
Okay. There's a lot in your post there. I think you've made some assumptions and talked a lot based on those assumptions. I don't mean to be rude, but I don't personally need a lecture on importance of design decisions or a detailed explanation of a scenario in refactoring. Seems you have sized me up pretty well based on my posts...I know very little, I have a poorly designed map, and I don't know how to program. Also, it's clear from your post that Tofu is incredibly awesome and so is the author.
Back on-topic: Has anyone else been having Camera Rotation issues and is there a simple fix or work-around to mitigate the jerky effect?
5 more crashes since last post, I know the SC2 Editor is "free" and "unsupported", but I'm really peeved at how buggy this release is. Blizzard QA is so very very bad.
Hey,
does anyone have problems with custom resource icons ? I changed them via the Assets.txt workaround, but it seems this doesn´t work anymore :(. Could anyone solve the problem ? Thanks in advance !!
division by 0 = infinite so please stop with that discussion :D
BTW didn't a division by zero cause a shuttle crush some years ago?
@Bibendus: Go
That means what ? So where else can I ask the question ?!
OFFTOPIC
Division by 0 - Wiki
Look at the graph. From the right the graph is nearing a +inf, and from the left is -inf. From the theorem it is known, that having to different limits at one point from different sides means that it limit is undefined. So, a/0=Undefined!
ONTOPIC
While loading the map, the Messege box now gives those... coordinates? (ex. [98 1] or [9a 1] or [cef 1])) What can they possibly mean?
@o3210: Go
Nice to know...this neither does answer my question. Maybe so else will answer who takes this issue serious ;)
It seems they changed something so the Assets.txt does not work anymore. Anyone found out the reason ?
Jealous and no
@Bibendus: Go
I though it was a mishap of not converting between metric and imperial.
Unit Stat window is broken inside Dialog. I need to do custom stat shower for units.
Edit: SC2 Layout system worked well as alternative, however it caused quite bit extra work to fix the map.
@Eiviyn: Go
...some smart people have thought about this a bit:
http://en.wikipedia.org/wiki/Divide_by_zero
Sorry for repeat URL...didn't read before I posted :)
the only shuttle crashes that i recall are impossible not to recall... Challenger and Columbia. Challenger was caused by a faulty sealant ring on the fuel tanks, which broke and let out fuel that burned through the whole tank. Columbia was caused by damage to the heat shielding, which allowed the wing to melt from the inside out during reentry. This eventually destroyed the wing, and the entire shuttle. I would troll NASA, but I'd rather just feel sorry for those patriots who died.
From the update notes:
"Quitting out of a map will now cause the player leave trigger event to be dispatched before the player actually exits which will give triggers a chance to change the victory/defeat state."
In my "player leaves" trigger, the Save Bank function does not seem to work for the player leaving (as before 1.4). I figured that would work now...anyone else have any insight on this?
I also decided that I don't open my maps with new editor immediately :)
So I'm going to open my maps next time on weekend and fix all things that may be broken. I have no custom UI or things like that so propably my maps are just fine. Maybe some command card problems?
Anyway I'm sure that this patch is good thing in a long run.
I would advise against this design decision just for the reasoning that a player can intentionally crash their client out to skip the result of this event. I would not do bank saving on player leave, but instead set a flag on the bank when the game starts, and check for this "leaver" flag at the initialization of the map instead. That way players only clear this flag if they sit through the entire match.
I believe it was not converting metric/imperial that crashed a martian rover and general lack of data type conversion that crashed a hell of a lot more than that (rockets, etc.). Stupid doubles/floats/longs/ints.
Is it just me or has it become a LOT slower to search through things in the data editor using the search bar? It seems like they changed the search algorithm or something.
+1
To the majority of other people, stop hijacking this topic or I'll hijack it with Tofu. And yeah, you don't want that do you ....
@Mephs: Go @DogmaiSEA: Go
I appreciate your input. However, I find it funny on this site how instead of answering a technical question, people tend to give their opinion about design decisions without having a clue as to how I'm using a given feature in my map. I don't want to sound ungrateful, but design decisions have nothing to do with my question. Some insight on the technical aspects of this new feature is what I'm after. Thanks.
Design is the most important part of doing anything game related, bad design = bad thought process, bad thought process = having to redo a bunch of shit over and over cause you didn't go it right the first time, or something not working right because you're doing it wrong somewhere closer to home.
Mephs is one of the best assets you have and you should heed his advice; he told you the best way of doing something, which; when you commented on it not working, he provided the work around to it. Judging from your previous posts, and your questions in the trigger forum, he indeed was right to comment your specific post above with that specific answer because it would be something that you would want to greatly consider for the type of game that it is presumed you are making based upon your specific questions.
Your map is unplayable at greater than 6 players? Tofu has supported 16 (4 computers, 12 players) with no problems, Smashcraft something similar. This is because you still have a huge lack of knowledge compared to Mephs or I, so if we reply to your post with a design decision when keeping in mind your previous questions, then this should be more important than a technical answer that was provided aswell if abietly in a more subtle way. Knowledge of scripting merely requires time, Mephs and I have simply been learning it longer than you, and there is no barrier for you to over take us (so I am not calling you stupid, or anything like that). Everything I have ever learnt is through trial and error, the original Tofu engine was around 30,000 lines of code, it is now sitting at around 10,000 lines, and is a shitload faster and more powerful, does a tonne of new stuff - simply because I invested so much time into refining the same code over and over again. Pretty much anyone can write code, but writing good clean effective code takes a shitload of experience, and good design from the beginning, for instance, take a look at Minecraft, people can make amazing things, but if the code is written less than idealy, it shows through bugs and lag.
I spent an entire day a few months ago going through every line of code I had written to see where it could be optimized because I was hitting the "too many threads" threshold, which would show itself when a specific hero used an ability to summon more than 5 units at a time. Once I figured out what I was doing wrong and changed it (as simple as removing an event and incorporating it into the game loop) I removed 95% of the lag (threads) of Tofu, not that it was noticable in game, but through the debugger it was. Not including hotkey triggers/dialog events, Tofu runs with something like 5 triggers? One of which is the game loop (periodic event), another for when a unit dies, takes damage, uses abilities and manipulates inventory. The entire game runs with something like 4 events, it only requires 4 events to operate, every other function is called when needed from the game loop.
This is simply because of good design when I was planning the engine in the beginning. Good design is paramount to everything else, and from your posts so far, it appears that you might lack the knowledge of how to do a few things to the best of their potential, simply because of a lack of good design.
The post from Blizzard said only "Changing the defeat/victory state", it mentioned nothing about Banks, so therefore, one should not assume that they are "meant to be working", because Blizzard did not specifically state that they would work.
@DogmaiSEA: Go
Okay. There's a lot in your post there. I think you've made some assumptions and talked a lot based on those assumptions. I don't mean to be rude, but I don't personally need a lecture on importance of design decisions or a detailed explanation of a scenario in refactoring. Seems you have sized me up pretty well based on my posts...I know very little, I have a poorly designed map, and I don't know how to program. Also, it's clear from your post that Tofu is incredibly awesome and so is the author.
Back on-topic: Has anyone else been having Camera Rotation issues and is there a simple fix or work-around to mitigate the jerky effect?