The editor seems a LOT faster imo. I dislike some of the changes though:
Model previewing. I don't know exactly how long an animation lasts because the animation blocks are stretched to the end of the timeline by default (I know how to change this, but its annoying), viewing model info now needs even more actions, they changed how you move models (Still haven't figured that one out. Before you had to hold shift and ctrl to be able to drag-move a model)
Model/texture file selection is terribly organized (It is a LOT faster, which I like, but now its just a very long list, no more folders or anything. I used to import files into non-default folders, so I could just minimze the "assets" folder to see all my imported stuff)
Getting used to how some menus in the data editor are set up now will take some time. THere are some fields that seem impossible to change though, I can't remember its name but in mover motion phases there was one I had to go into raw data to be able to change (I just couldn't select the box to change the number) and some fields that require you to have a previous field selected (Stuff like selecting a vital before you can use the box that sets that vitals value) are set up unintuitively.
I absolutely fucking hate the streaming thing. It makes sense for "progressive" games like WoW and D3, where only a portion of the assets show up at a time due to being confined to specific zones, but sc2 is not such a game. You need all assets because there is no way to define which ones are not needed before entering a game. This only causes problems and makes the game start up much slower because it needs to check how much of it was already downloaded (even if you're at 100%)
Apart from that, I really like the new editor. "User Types" in the data editor are really helpful for me right now. Texture/Model selection loads up much faster, the arcade loads up much faster than the popularity list does, etc.
I think 1.5 is great performance wise :)
All the lists load up much faster (and that alone saves like 10% of my time and nerves I feel), I personally don't have any problems with cutscene and model viewer being combined. I think it mainly bothers people right now because it is different, but once you get used to it it will be much better to work with. I always thought the Model Viewer is pretty shit.
The Data Editor has some small little bugs like not being able to edit particular values in the data editor without XML and stuff like that, but doesn't occur for too many data types. Lights are completely bugged out for me at the moment, thats annoying. But there are a LOT of new exciting features, mainly effect and actor types. Can't wait for the physics ragdoll system, is there already a way to make it work or do we need all the HotS assets for that?
Apart from that, I really like the new editor. "User Types" in the data editor are really helpful for me right now. Texture/Model selection loads up much faster, the arcade loads up much faster than the popularity list does, etc.
They are a good replacement for certain variables in trigger systems. Usually one of the easiest ways to set up a huge dialog is to have arrays that store button images, tooltips and upgrades (or whatever else the buttons are supposed to do). Now you can set up a "User Type" in data, define its fields to be image, tooltip and upgrade, then just add one instance (i.e. index) for each button and have the trigger that creates everything refer to that instance instead of a variable array. (So instead of "Create dialog image for last created dialog with image (ImageArray[Picked Integer]), you reference the User Type instead using Picked Integer as the instance (Which is pretty much the same thing as index)
I plan on making a tutorial for them, but the map I want to use as an example is still currently "unannounced", so I'll have to wait a week or two. (The reason I'm not using a different example is because this is a really good one. We're using User Types a lot)
Guys, if you can't edit some fields, just report that in the forums. I did that to one field in a window which couldn't be changed as the dropdown button wasn't clickable (visually yes, but the operating system kept binging when you try to click something in that area.).
The last patch corrected that field and made it usable again. So just report everything, please. They fix that stuff. :)
I love the new editor. It loads lists for model/actor/textures significantly faster. Creating the dialog for RuneCraft took at least a week because I had to assign over 100 dialog images, and they took forever to load. And what TheAlmaity said about user types is absolutely true- they're amazingly usefull. We ran into some severe problems because of how we had to set up some systems in Runecraft- had user types been around, it would have saved us a huge amount of work.
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New editor seems much more faster in many areas than the previous editor. The data editor is still very slow though. Also love the new trigger editor. Now you can copy/paste parameters, define array sizes based on constant variables, set catalog values without having to check the xml files to write the right field path...
Quote:
They are a good replacement for certain variables in trigger systems. Usually one of the easiest ways to set up a huge dialog is to have arrays that store button images, tooltips and upgrades (or whatever else the buttons are supposed to do). Now you can set up a "User Type" in data, define its fields to be image, tooltip and upgrade, then just add one instance (i.e. index) for each button and have the trigger that creates everything refer to that instance instead of a variable array. (So instead of "Create dialog image for last created dialog with image (ImageArray[Picked Integer]), you reference the User Type instead using Picked Integer as the instance (Which is pretty much the same thing as index)
Seems similar to an array of structs handled by the data editor. What are the advantages of using User Types instead of variables? Does it offer some additional interaction between triggers and data events?
Now THIS is really the best feature yet, copy-pasting parameters. I didnt even know this was possible now with 1.5! :O
By accident, do you know if its now possible in any way to add new parameters to functions without messing existing code up? I noticed that it seems to work when copy-pasting already existing parameters (it uses the default value for all function calls then) but i couldnt figure out how to add a new parameter without copy pasting without screwing up the code.
Seems similar to an array of structs handled by the data editor. What are the advantages of using User Types instead of variables? Does it offer some additional interaction between triggers and data events?
I think these are a lot easier to organize. Lets say you were going to make a sort of catalog of lets say plants - You could set up a struct (They are called records in GUI, right? Or are structs something else?) and then you'd need one "set variable" action for absolutely each and every value for each and every plant. And when you want to look at that info and/or change it, you have to wade through millions of set variables... With User Types, you make 1 instance per plant, each instance has it's own average height, weight, scientific name, and so on field, making it easy to fill out the info for one plant and find that info again. You can also name each instance. When you open the "Instances +" field, you get a list similar to when you open an "Info +" field, except that it has a column for each field each instance has (I don't know how it prioritizes what value it displays in case of fields that are arrays, it seems kind of random), and you can define what column each field is.
As I said, I'll probably be making a tutorial on those soon.
Also, one thing I think might be very important: I don't think they add to the memory limit. So if your massive variable arrays hit the memory limit before, now you can just replace them with User Types.
Apart from that, don't know any other advantages at the moment, but the mere organizational part is a massive amount of help already.
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Loading my map from editor takes MUCH longer as well as does opening my map via the editor. Anyone else notice this? What is this blasphemy
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@Bilxor: Go
I really hope this isn't the case, that said it's still "in beta".
It seems slightly slower, and it has a lot of other flaws:
Previewing animations of models is now non-intiutive and you can't see the animations' names.
Previewing animations is now in the cutscene editor, which makes it really slow and laggy.
Custom Models are not selected when selecting units with a box.
Yea I noticed these things too...I hope they do something about it.
I haven't even tried it yet...
The editor freezes for a few seconds when I try to place a new (not used before) unit in the terrain editor.
My main problem that I have with it is the bugs that it only seems to be causing me. Maybe Blizzard hates mac map creators?
1. I can't use records, at all (Won't compile, give an error that has nothing to do with the record)
2. I can't use multi-dimensional arrays (Editor crashes if I give it more than one)
3. As was said before, we can't view animation names...
Can you recalibrate the warp core, though?
The editor seems a LOT faster imo. I dislike some of the changes though:
Apart from that, I really like the new editor. "User Types" in the data editor are really helpful for me right now. Texture/Model selection loads up much faster, the arcade loads up much faster than the popularity list does, etc.
I think 1.5 is great performance wise :)
All the lists load up much faster (and that alone saves like 10% of my time and nerves I feel), I personally don't have any problems with cutscene and model viewer being combined. I think it mainly bothers people right now because it is different, but once you get used to it it will be much better to work with. I always thought the Model Viewer is pretty shit.
The Data Editor has some small little bugs like not being able to edit particular values in the data editor without XML and stuff like that, but doesn't occur for too many data types. Lights are completely bugged out for me at the moment, thats annoying. But there are a LOT of new exciting features, mainly effect and actor types. Can't wait for the physics ragdoll system, is there already a way to make it work or do we need all the HotS assets for that?
What are they used for?
Only 10%? In time maybe, but way more in nerves at least...
They are a good replacement for certain variables in trigger systems. Usually one of the easiest ways to set up a huge dialog is to have arrays that store button images, tooltips and upgrades (or whatever else the buttons are supposed to do). Now you can set up a "User Type" in data, define its fields to be image, tooltip and upgrade, then just add one instance (i.e. index) for each button and have the trigger that creates everything refer to that instance instead of a variable array. (So instead of "Create dialog image for last created dialog with image (ImageArray[Picked Integer]), you reference the User Type instead using Picked Integer as the instance (Which is pretty much the same thing as index)
I plan on making a tutorial for them, but the map I want to use as an example is still currently "unannounced", so I'll have to wait a week or two. (The reason I'm not using a different example is because this is a really good one. We're using User Types a lot)
Guys, if you can't edit some fields, just report that in the forums. I did that to one field in a window which couldn't be changed as the dropdown button wasn't clickable (visually yes, but the operating system kept binging when you try to click something in that area.).
The last patch corrected that field and made it usable again. So just report everything, please. They fix that stuff. :)
@Ahli634: Go
Will do that once i can :)
YES. I have the same problem. Please post here; http://us.battle.net/sc2/en/forum/topic/5626188769
I love the new editor. It loads lists for model/actor/textures significantly faster. Creating the dialog for RuneCraft took at least a week because I had to assign over 100 dialog images, and they took forever to load. And what TheAlmaity said about user types is absolutely true- they're amazingly usefull. We ran into some severe problems because of how we had to set up some systems in Runecraft- had user types been around, it would have saved us a huge amount of work.
New editor seems much more faster in many areas than the previous editor. The data editor is still very slow though. Also love the new trigger editor. Now you can copy/paste parameters, define array sizes based on constant variables, set catalog values without having to check the xml files to write the right field path...
Seems similar to an array of structs handled by the data editor. What are the advantages of using User Types instead of variables? Does it offer some additional interaction between triggers and data events?
@IliIilI: Go
Now THIS is really the best feature yet, copy-pasting parameters. I didnt even know this was possible now with 1.5! :O
By accident, do you know if its now possible in any way to add new parameters to functions without messing existing code up? I noticed that it seems to work when copy-pasting already existing parameters (it uses the default value for all function calls then) but i couldnt figure out how to add a new parameter without copy pasting without screwing up the code.
I think these are a lot easier to organize. Lets say you were going to make a sort of catalog of lets say plants - You could set up a struct (They are called records in GUI, right? Or are structs something else?) and then you'd need one "set variable" action for absolutely each and every value for each and every plant. And when you want to look at that info and/or change it, you have to wade through millions of set variables... With User Types, you make 1 instance per plant, each instance has it's own average height, weight, scientific name, and so on field, making it easy to fill out the info for one plant and find that info again. You can also name each instance. When you open the "Instances +" field, you get a list similar to when you open an "Info +" field, except that it has a column for each field each instance has (I don't know how it prioritizes what value it displays in case of fields that are arrays, it seems kind of random), and you can define what column each field is.
As I said, I'll probably be making a tutorial on those soon.
Also, one thing I think might be very important: I don't think they add to the memory limit. So if your massive variable arrays hit the memory limit before, now you can just replace them with User Types.
Apart from that, don't know any other advantages at the moment, but the mere organizational part is a massive amount of help already.