Yeah i agree with this hehehe. Dialogs! are huge in space.
Its actuelly not possible at this state for me to go back from the beginning and re-coding a bunch of stuff into data. Also, I am using array all the times
Its crazy how the editor running slow when you pass 20.0mo compressed triggers. Everything take times like: (saving, deleting a loop, removing doodas or unit) . At 25-26 mo, just saving my map take 4:30 mins to 5:00mins. Deleting 100+doodas at the same time can take 1 hour.
Well, at least, my coding is finished so i dont really need more space overwall.
The curse of tristram will come probably next month you will see how crazy the mod is.
495 000 lines of codes with 25.6 mo compressed triggers script gg.
(No lag in game with 6xplayers) triggers rules!
I'm sure you can refactor your code, so that you can fit all the stuff in.
Try to avoid duplicate code, use actions and functions, use user data XML for constant data.
yours obviously not :D
UI XML. Problem solved.
Yeah i agree with this hehehe. Dialogs! are huge in space.
Its actuelly not possible at this state for me to go back from the beginning and re-coding a bunch of stuff into data. Also, I am using array all the times
Its crazy how the editor running slow when you pass 20.0mo compressed triggers. Everything take times like: (saving, deleting a loop, removing doodas or unit) . At 25-26 mo, just saving my map take 4:30 mins to 5:00mins. Deleting 100+doodas at the same time can take 1 hour.
Well, at least, my coding is finished so i dont really need more space overwall.
The curse of tristram will come probably next month you will see how crazy the mod is.