1. You can only see 4.5 upgrade effects at a time when setting the effects for upgrades.
2. When you change any value in veterancy, the editor lags a lot.
If you're going to spend any length of time with the data editor, then it really pays to learn to mix in some XML editing. Want to edit the order of an actor's events? Takes forever in the GUI, but in XML it's as simple as changing the order of lines in a notepad document. Hell, it basically is a notepad document.
Sometimes I even find myself copying and pasting code into notepad and editing it there, just because the "find and replace" function can save you monstrous amounts of time if you're creating a lot of things at once!
Using XML will solve these problems once you get the hang of it. It's not as pretty as the GUI, but it's a lot faster for the things you listed.
1: Editing lights that have multiple time-of-day elements can be very glitchy. You always have to make sure the very first thing you do is to select the correct Time-of-Day you want to edit at the second window that opens (the one where you actually edit stuff) or else you risk over-writing a ToD element with the properties of another.
2: Why the hell does the game stream data when you're testing basic maps right from the editor (and the Mb value changes often)?
And why the hell does it force your have an internet connection to launch the game?
This it not good for map development if your internet connection is down. It used to not do that in earlier versions.
3: Opening a Map Properties dialog (Map Info, Map Options, Map Textures, etc.) later in development can cause unreasonable amounts of lag before the dialog displays.
2: Why the hell does the game stream data when you're testing basic maps right from the editor (and the Mb value changes often)?
How else would the game get the data? It is either that or it has to perform I/O to load all the data from disc. Seeing how the editor already has a copy of the data and is often 1-2GB in size as a result, SC2 would also need another 1-2GB for all the data. Sure if you have 16 GB of RAM it makes no difference but if you have only 3 or 4 GB of memory welcome to the hell of 10 minute load times.
You can disable asset streaming in the editor options, although I strongly advise against it as it will likely make testing take a lot longer.
Quote:
And why the hell does it force your have an internet connection to launch the game?
You do not. You only need one periodically to activate the licence, after which you can use the editor and game for extended periods without the internet.
Quote:
This it not good for map development if your internet connection is down. It used to not do that in earlier versions.
It can be fussy from time to time. It should still work like it used to.
Quote:
3: Opening a Map Properties dialog (Map Info, Map Options, Map Textures, etc.) later in development can cause unreasonable amounts of lag before the dialog displays.
It should not cause any lag seeing how the task is not real time to have lag in the first place. It might take an excessive time to load but that might be due to it fetching assets from disk and other slow tasks.
Anyway my personal list of complaints.
Selecting multiple data entries at once breaks the link tree view. It repeats one of the selected entry's tree for all selected entries. If you select 10 entries then one of them will show up in the link tree view 10 times with the others not showing up at all.
Trigger obfuscator does not support Galaxy. Since GUI lacks reference support for arrays, structs and function it means that using GUI is not a viable alternative as you cannot wrap the Galaxy scripts well. Seeing how Vexorian achieved the same functionality for WC3 JASS for both GUI and pure JASS generated code with his optimizer program there is no excuse for Custom Script to not be supported. It should be run on the map scripts after they are constructed as a bulk stage (generic Galaxy in, obfuscated Galaxy out) which is how Vexorian did it with a separate Optimizer tool.
No option to "optimize galaxy script". This would remove all functions that are never reachable and any types that are never used. Although it makes no difference to in game performance, it will reduce map size and load times by a small amount which is always welcome (even if just a few miliseconds).
Using the cutscene editor causes one of the shader buffers to not be cleared in the main window on drawing every frame. The result is ghosting from one of the lighting effects. Restarting the editor is the only fix I know currently.
Ability to optimize list orderings for data types with fields which are long lists (actor events, abilities, command cards etc). With inheritance and modifications rather long XML is produced that is unnecessary. For example, deleting a single actor event element might result in 40 lines of XML for complex actors with a lot of events. In reality only 2 lines are needed, which alter the deleted line with the bottom of the list and delete the bottom of the list. It might even need only 1 modification (delete element). This can save map size as well as load times (again, probably miliseconds at most).
Cannot re-position actor events after creation. Makes it difficult to order them in a nice way where related events occur next to each other on the list. Only solution currently is manual XML movement of the events.
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1. You can only see 4.5 upgrade effects at a time when setting the effects for upgrades.
2. When you change any value in veterancy, the editor lags a lot.
3. YOU CAN'T TEST YOUR DOCUMENT IF STARCRAFT WAS PREVIOUSLY OPENED NOT USING THE EDITOR TEST DOCUMENT... WHY?
SCII Profile: http://us.battle.net/sc2/en/profile/2744634/1/Drusus/
"The main reason Santa is so jolly is because he knows where all the bad girls live." - George Carlin
@NeroClaudiusDrusus: Go
Use XML view for 2. It's the fastest alternative to anything that takes the editor forever to load up and change, like soundsets for instance.
@NeroClaudiusDrusus: Go
because they dont care anymore
If you're going to spend any length of time with the data editor, then it really pays to learn to mix in some XML editing. Want to edit the order of an actor's events? Takes forever in the GUI, but in XML it's as simple as changing the order of lines in a notepad document. Hell, it basically is a notepad document.
Sometimes I even find myself copying and pasting code into notepad and editing it there, just because the "find and replace" function can save you monstrous amounts of time if you're creating a lot of things at once!
Using XML will solve these problems once you get the hang of it. It's not as pretty as the GUI, but it's a lot faster for the things you listed.
You can test document, exit the map, and then log in as normal though. For some reason, this allows you to test documents while being online on bnet.
@NeroClaudiusDrusus: Go
1: Editing lights that have multiple time-of-day elements can be very glitchy. You always have to make sure the very first thing you do is to select the correct Time-of-Day you want to edit at the second window that opens (the one where you actually edit stuff) or else you risk over-writing a ToD element with the properties of another.
2: Why the hell does the game stream data when you're testing basic maps right from the editor (and the Mb value changes often)? And why the hell does it force your have an internet connection to launch the game? This it not good for map development if your internet connection is down. It used to not do that in earlier versions.
3: Opening a Map Properties dialog (Map Info, Map Options, Map Textures, etc.) later in development can cause unreasonable amounts of lag before the dialog displays.
How else would the game get the data? It is either that or it has to perform I/O to load all the data from disc. Seeing how the editor already has a copy of the data and is often 1-2GB in size as a result, SC2 would also need another 1-2GB for all the data. Sure if you have 16 GB of RAM it makes no difference but if you have only 3 or 4 GB of memory welcome to the hell of 10 minute load times.
You can disable asset streaming in the editor options, although I strongly advise against it as it will likely make testing take a lot longer.
You do not. You only need one periodically to activate the licence, after which you can use the editor and game for extended periods without the internet.
It can be fussy from time to time. It should still work like it used to.
It should not cause any lag seeing how the task is not real time to have lag in the first place. It might take an excessive time to load but that might be due to it fetching assets from disk and other slow tasks.
Anyway my personal list of complaints.