I have been away from the editor for ca 6 months, but sometimes logged into to B.net to update with new patches. Before the summer, I was working on a mod-file that contain the Void Campaign dependencies. (The file was created after LoTV was released.)
I had done quite a lot of custom work in the file, modifying existing units and creating new abilities and stuff.
When I opened the mod-file today, after several months, some units have completely different abilities and their command cards are replaced. For example, the Herc has a new ability called "Herc - Grapple - Nova" that I have not added. I do not even use the Nova dependencies, in case that matters. Another unit, that is not supposed to have any weapon, all of a sudden has a weapon added to it... I find small changes like this among the units.
I will go through everything and edit away all stuff that is not supposed to be there. My big concern is that these things keep coming back as soon as Blizzard release new patches..?
Any ideas how to prevent this from happening again?
You should see how maps from pre patch 1.5 were inexplicably broken by patches due to them adding new fields that did not default correctly. I found you just could export everything in XML format to a new map to fix some pains in the rear.
Always a problem for duped units that use a mod dependency as a parent. I find just deleting the parent in XML fixes all issues of that nature.
Any map older than the HOTS release date will suffer from illogical bugs unless data is transferred in XML format to a new map.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Any map older than the HOTS release date will suffer from illogical bugs unless data is transferred in XML format to a new map.
Not too sure how that is possible... Seeing how the same XML should be passed in either case (how SC2 loads data). Maybe the actual fix was to go to XML view and change anything? Or maybe there is a hidden version field buried somewhere which the exporting and importing process updates.
Generally mods marked as campaign are stable. They may be subject to small updates, or data bleed over from other mods (eg allied commander or last year Nova) however these are usually very small. The reason for this is future compatibility, even if it breaks something. For example they might have had to change something in the LotV campaign mod to allow the Nova campaign mod to use it seamlessly without massive breaks. Also some times things are changed for bug fixes which can mess up with your own bug fixes.
The multi mod is highly prone to change. You should never use it as a dependency for an arcade game. It is also completely incompatible with any campaign mods.
Obviously the most robust mod files are ones which only reference their own, or other non mutating sources, of data as by definition they will never change. They might still break though due to changes in engine mechanics however from now on these should be fewer or less devastating.
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I have been away from the editor for ca 6 months, but sometimes logged into to B.net to update with new patches. Before the summer, I was working on a mod-file that contain the Void Campaign dependencies. (The file was created after LoTV was released.)
I had done quite a lot of custom work in the file, modifying existing units and creating new abilities and stuff.
When I opened the mod-file today, after several months, some units have completely different abilities and their command cards are replaced. For example, the Herc has a new ability called "Herc - Grapple - Nova" that I have not added. I do not even use the Nova dependencies, in case that matters. Another unit, that is not supposed to have any weapon, all of a sudden has a weapon added to it... I find small changes like this among the units.
I will go through everything and edit away all stuff that is not supposed to be there. My big concern is that these things keep coming back as soon as Blizzard release new patches..?
Any ideas how to prevent this from happening again?
You should see how maps from pre patch 1.5 were inexplicably broken by patches due to them adding new fields that did not default correctly. I found you just could export everything in XML format to a new map to fix some pains in the rear.
Always a problem for duped units that use a mod dependency as a parent. I find just deleting the parent in XML fixes all issues of that nature.
Any map older than the HOTS release date will suffer from illogical bugs unless data is transferred in XML format to a new map.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Not too sure how that is possible... Seeing how the same XML should be passed in either case (how SC2 loads data). Maybe the actual fix was to go to XML view and change anything? Or maybe there is a hidden version field buried somewhere which the exporting and importing process updates.
Generally mods marked as campaign are stable. They may be subject to small updates, or data bleed over from other mods (eg allied commander or last year Nova) however these are usually very small. The reason for this is future compatibility, even if it breaks something. For example they might have had to change something in the LotV campaign mod to allow the Nova campaign mod to use it seamlessly without massive breaks. Also some times things are changed for bug fixes which can mess up with your own bug fixes.
The multi mod is highly prone to change. You should never use it as a dependency for an arcade game. It is also completely incompatible with any campaign mods.
Obviously the most robust mod files are ones which only reference their own, or other non mutating sources, of data as by definition they will never change. They might still break though due to changes in engine mechanics however from now on these should be fewer or less devastating.