I'm opening this thread for us to share what can possibly break your map after patch 1.5, so we can make changes now before people start permanently down-rating your broken map.
It's better for us to discuss here the bugs we already know to save testing time.
What I've noticed:
- The trigger event "Chat message" isn't being called anymore for messages sent to the [Allies] chat. It still works fine for messages sent to the [All] chat.
- Now it seems there is a word filter to any string you have in your triggers because some of the nexus word wars words were being censored (like "association" being displayed (and read) as "$#@ociation." That wasn't the exact word I saw censored, but it was something similar).
I know there are some bugs with actors, but I don't know exactly what.
-The height of dropped items has been changed. It's spawning on the unit's height.
Also, the item's height manipulations via data do not work properly after that. Basically you need to trigger the height change which works pretty good.
-Minor editor bug (can't break map, only confuse mapmaker): If you search a field in the data editor like "Status Bar Groups". The found field does not update the displayed values in the table correctly, if you switch between multiple units.
It writes the value you had on your first unit instead of the actual value. So you see "Owner, Allied, Enemy, All, Replay" instead of "" while the data referenced in the field is actually "" which should have been displayed.
-Attachments to Center on models that don't have the center attachment points do not work anymore. :S
- The trigger event "Chat message" isn't being called anymore for messages sent to the [Allies] chat. It still works fine for messages sent to the [All] chat.
Fuck! Thank you for pointing that out. I was scratching my head lol.
Random data bugs still apply. Random missing buttons. Look out for them. I uploaded a map and then Zerg players couldn't spawn Overlords.... Had to to an emergency update just to fix it.
In Banana Cheaters the teleport isn't moving the unit anymore. Something related to the move unit action.
edit: Ok fixed it. I will explain:
Before I had: Move units from north to south and move units from south to north. It was working fine because the second action was being executed before the units arrive in south. But now in 1.5, the second move only happens after the first move (they aren't happening in parallel anymore). So, it was moving units from north to south. Units were arriving in the south and being instantly moved back to north.
Fixed by setting a flag where it moves the unit only if the unit wasn't just moved.
Tested some with chat messages and using the chat bar instead of the chat window in game and the event for chat messages doesn't catch those anymore like it use to do. Thank god that bug is fixed.
Tested some with chat messages and using the chat bar instead of the chat window in game and the event for chat messages doesn't catch those anymore like it use to do. Thank god that bug is fixed.
In Ikari Warriors, I noticed my projectiles are not working correctly anymore... Basically it should be a projectile going in a straight line, but now it just stops where the target is (or was) instead of continuing beyond that point as it should. It even remains at the target for a few seconds before vanishing, fortunately it doesn't check collisions once it has reached its target so it won't blow on your face if you stand next to it. There is also a problem with height, it seems like the projectile goes completely wild when it goess up/down a cliff and the target (unit?) is not on the same spot anymore... I have no idea where to start to fix this.
There are also issues with localization, seems like applying a text to all locales doesn't really work from within the editor. I have the EnglishUK version of the game, but since the beta runs in EnglishUS, I can't see any text properly. The weird thing though is that other players can, as far as I know... So it may just be me.
I also encountered a lot of issues with data just like SoulFicher, basically buttons not showing the name or tooltip correctly. I also had a custom unit based on the ghost (with laser line) and even though it has a different name (sniper) it is named "ghost" while playing. Some abilities/behaviors (buffs) are also displayed as "unknown" ingame if you check their tooltip, but I think their effects still apply anyway. For some reason I also had a few issues with the Train ability on a customized barracks, it seems like some buttons have been switched for no reason, like a button being replaced by the button for a completely different unit AND producing a unit that wasn't even close to any unit it should be.
The lag has increased (probably due to the streaming system), which makes any WASD movement completely unplayable. I've noticed more than a second of delay sometimes, between pressing the key and seeing its effect applied! Units created via triggers also make the game lag for a few seconds while its model is being loaded for the first time. Same goes for VFXs (explosions, bloodsplats and such)... I think I'm going to hate the streaming system from now on...
@ZealNaga: Go
Your projectile's cliff problem seems to be its mover. Try to modify it or find a working mover and modify it. Maybe that fixes some of the problems.
Don't try to open your map from outside the editor with an mpq editor. My maps can't be opened anymore after I changed a localization text file within the mpq from outside the editor (it blames sc2 installation for missing files, openening and saving in the old editor fixes the map again).
Did you disable the lobby? Try to enable it again and test it. Then people need to download everything needed before the lobby, I think. So there shouldn't be any streaming during the map's runtime then.
Also, the server is on US. Your ping connection may be slightly higher than usual on EU (I'm not sure on which delay battle.net works. I think it was 125ms, but I don't know. SCBW had a ping simulation, too. I guess wc3, too.).
The lag with model loading from hard disk was always existent. Try to add more to the preload or create and kill units with different effects to force a loading of the most common models in your map. That lag exists in D3, too. :S It's the problem of trying to load data on the fly with users' terrible hard discs like me. Once all models are loaded into RAM, it's fine.
@ZealNaga: Go
I noticed delays in Beta too, but thats probably because the Beta servers located in USA and you and me are in EU, also the server might be overloaded sometimes as lot more people using Beta than in Alpha.
I did it on another map, but it doesn't seem to change much... Looks like hiding the lobby just does literally what it's meant for: skipping the lobby to be able to enter the game more quickly (thus enabling streaming).
The lag with model loading from hard disk was always existent. Try to add more to the preload or create and kill units with different effects to force a loading of the most common models in your map.
I already have (in Ikari Warriors, at least). I have an entire trigger dedicated to preloading models and VFXs used on the fly (drop pods etc)... It did improve the map back at the time, but with patch 1.5 it looks like the latency is back again... actually it's even worse because it even happens when placed units die or have any change applied to them! That's why I'm suspecting streaming, but maybe it's something completely unrelated. I don't know why my HDDs could be the cause (they work fine with D3 and other games), but who knows...
Basically, in the current version if you use 'Event - Chat Message' to catch every message a player types to resend it or something (i.e. custom chat frame)
if the player whispers to another player or channel using the chat bar in-game instead of an actual window in-game then the game would catch said message (it shouldn't have)
@zeldarules28: Go
Go to "[HKEY_CURRENT_USER\Software\Blizzard Entertainment\StarCraft II Editor\Preferences]" in your registry. Then check for "BattleNetHost" and delete it.
Some people added that during the real beta of SC2 because the editor had the wrong gateway address by itself for some time.
Hmm I have a builder (unit with build ability) which can pass through anything and when it builds something on itself, the building push the builder away (up to 4 range from the building), it didnt happen in 1.4 and I have no idea why it happens in 1.5.
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I'm opening this thread for us to share what can possibly break your map after patch 1.5, so we can make changes now before people start permanently down-rating your broken map.
It's better for us to discuss here the bugs we already know to save testing time.
What I've noticed:
- The trigger event "Chat message" isn't being called anymore for messages sent to the [Allies] chat. It still works fine for messages sent to the [All] chat.
- Now it seems there is a word filter to any string you have in your triggers because some of the nexus word wars words were being censored (like "association" being displayed (and read) as "$#@ociation." That wasn't the exact word I saw censored, but it was something similar).
I know there are some bugs with actors, but I don't know exactly what.
-The height of dropped items has been changed. It's spawning on the unit's height.
Also, the item's height manipulations via data do not work properly after that. Basically you need to trigger the height change which works pretty good.
-Minor editor bug (can't break map, only confuse mapmaker): If you search a field in the data editor like "Status Bar Groups". The found field does not update the displayed values in the table correctly, if you switch between multiple units.
It writes the value you had on your first unit instead of the actual value. So you see "Owner, Allied, Enemy, All, Replay" instead of "" while the data referenced in the field is actually "" which should have been displayed.
-Attachments to Center on models that don't have the center attachment points do not work anymore. :S
Fuck! Thank you for pointing that out. I was scratching my head lol.
Random data bugs still apply. Random missing buttons. Look out for them. I uploaded a map and then Zerg players couldn't spawn Overlords.... Had to to an emergency update just to fix it.
Portraits created with triggers randomly disappear for me.
In Banana Cheaters the teleport isn't moving the unit anymore. Something related to the move unit action.
edit: Ok fixed it. I will explain:
Before I had: Move units from north to south and move units from south to north. It was working fine because the second action was being executed before the units arrive in south. But now in 1.5, the second move only happens after the first move (they aren't happening in parallel anymore). So, it was moving units from north to south. Units were arriving in the south and being instantly moved back to north.
Fixed by setting a flag where it moves the unit only if the unit wasn't just moved.
@RodrigoAlves: Go
Sounds like you aren't cheating enough.
Tested some with chat messages and using the chat bar instead of the chat window in game and the event for chat messages doesn't catch those anymore like it use to do. Thank god that bug is fixed.
I don't quite understand.
Uhg, too lazy to report it, lol, It broke my 25 limit building Que.... and now when a tree gets chopped down the building looses its rally point.....
Also Fog of war, looks wonkey now over the trees, looks just like it did in WC2.
In Ikari Warriors, I noticed my projectiles are not working correctly anymore... Basically it should be a projectile going in a straight line, but now it just stops where the target is (or was) instead of continuing beyond that point as it should. It even remains at the target for a few seconds before vanishing, fortunately it doesn't check collisions once it has reached its target so it won't blow on your face if you stand next to it. There is also a problem with height, it seems like the projectile goes completely wild when it goess up/down a cliff and the target (unit?) is not on the same spot anymore... I have no idea where to start to fix this.
There are also issues with localization, seems like applying a text to all locales doesn't really work from within the editor. I have the EnglishUK version of the game, but since the beta runs in EnglishUS, I can't see any text properly. The weird thing though is that other players can, as far as I know... So it may just be me.
I also encountered a lot of issues with data just like SoulFicher, basically buttons not showing the name or tooltip correctly. I also had a custom unit based on the ghost (with laser line) and even though it has a different name (sniper) it is named "ghost" while playing. Some abilities/behaviors (buffs) are also displayed as "unknown" ingame if you check their tooltip, but I think their effects still apply anyway. For some reason I also had a few issues with the Train ability on a customized barracks, it seems like some buttons have been switched for no reason, like a button being replaced by the button for a completely different unit AND producing a unit that wasn't even close to any unit it should be.
The lag has increased (probably due to the streaming system), which makes any WASD movement completely unplayable. I've noticed more than a second of delay sometimes, between pressing the key and seeing its effect applied! Units created via triggers also make the game lag for a few seconds while its model is being loaded for the first time. Same goes for VFXs (explosions, bloodsplats and such)... I think I'm going to hate the streaming system from now on...
@ZealNaga: Go Your projectile's cliff problem seems to be its mover. Try to modify it or find a working mover and modify it. Maybe that fixes some of the problems.
Don't try to open your map from outside the editor with an mpq editor. My maps can't be opened anymore after I changed a localization text file within the mpq from outside the editor (it blames sc2 installation for missing files, openening and saving in the old editor fixes the map again).
Did you disable the lobby? Try to enable it again and test it. Then people need to download everything needed before the lobby, I think. So there shouldn't be any streaming during the map's runtime then.
Also, the server is on US. Your ping connection may be slightly higher than usual on EU (I'm not sure on which delay battle.net works. I think it was 125ms, but I don't know. SCBW had a ping simulation, too. I guess wc3, too.).
The lag with model loading from hard disk was always existent. Try to add more to the preload or create and kill units with different effects to force a loading of the most common models in your map. That lag exists in D3, too. :S It's the problem of trying to load data on the fly with users' terrible hard discs like me. Once all models are loaded into RAM, it's fine.
@ZealNaga: Go I noticed delays in Beta too, but thats probably because the Beta servers located in USA and you and me are in EU, also the server might be overloaded sometimes as lot more people using Beta than in Alpha.
Ignore unit cost flag in morphs now ignores the moprh's cost too. I think its actually a bug...
I did it on another map, but it doesn't seem to change much... Looks like hiding the lobby just does literally what it's meant for: skipping the lobby to be able to enter the game more quickly (thus enabling streaming).
I already have (in Ikari Warriors, at least). I have an entire trigger dedicated to preloading models and VFXs used on the fly (drop pods etc)... It did improve the map back at the time, but with patch 1.5 it looks like the latency is back again... actually it's even worse because it even happens when placed units die or have any change applied to them! That's why I'm suspecting streaming, but maybe it's something completely unrelated. I don't know why my HDDs could be the cause (they work fine with D3 and other games), but who knows...
I can't log in to the editor....So I cant publish the runecraft mod files, or runecraft itself. Anybody else having this issue?
=/
Basically, in the current version if you use 'Event - Chat Message' to catch every message a player types to resend it or something (i.e. custom chat frame) if the player whispers to another player or channel using the chat bar in-game instead of an actual window in-game then the game would catch said message (it shouldn't have)
@zeldarules28: Go Go to "[HKEY_CURRENT_USER\Software\Blizzard Entertainment\StarCraft II Editor\Preferences]" in your registry. Then check for "BattleNetHost" and delete it.
Some people added that during the real beta of SC2 because the editor had the wrong gateway address by itself for some time.
@Ahli634: Go
I just checked, and it's not there =/
Thanks for the advice though ;)
Hmm I have a builder (unit with build ability) which can pass through anything and when it builds something on itself, the building push the builder away (up to 4 range from the building), it didnt happen in 1.4 and I have no idea why it happens in 1.5.