Yes, abvdzh. Blizzard did know these issue but they have their schedule to fix things. I also personally left a backlog of issue I found to the artists.
Its good to see some adequate people care about it and nailing the issues, not just thanksgiving 24/7 on their knees.
I actually helped to create the War3Data.SC2Mod in the last month. Because before I even announce my mod here, the mod has been known by someone in blizzard.
...Thus I‘m kind of co-worked with them in a short period.
Though I did had hands on both of the mod, the data in my mod isn't actually using the same rule and format as the War3Data.SC2Mod of official, since blizzard have its own code rule and orientation, so I had to rewrite much of them.
I may explain detail difference in a new thread when I got time.
Yea, do it, pretty interesting. Maybe it could help to improve our data experiences. It's well known, that data alows multiple solutions for each task, and there may be some criteria, like performance, readability, changeability, development time, etc, to pick the optimal solution.
Also, a question: is there a kind of complete description of the each data field of each entry type that maybe engine coders supposedly created for data people? Mapmakers have always been struggling through the lack of comprehensive data help. Some fields have tooltips, some doesn't. Usually it's the most mysterious fields have no info about themselves. Mapster's wiki is a great help, but even it is not covering everything that may be needed. Simple example: the whole sound processing part. It has zero tooltips, has chances to win the "most bugged part of data editor" award, and some of the bugs not just turn working with sound into mess, they simply crash sc2, forcing to reboot the computer.
So, if there is something blizz secretly using inhouse to acknowledge the sense of everything in data, can it be possible to release it as a help for all the mapmakers? Again, after starting using unity, I was positively shocked of their complete description of the whole API. As well as a huge robust "ask questions" section, which made that 95% of my questions had first google result as a direct answer.
will be good to have at least some basic explanations for some newly introduced actor messages, which don't have description in trigger editor. Like even though i almost focused on learning actor system i still haven't managed to find out what is the purpose of MovementTrackingStart/Stop messages. Any clues Renee?
Also there is a mystery if there are some hidden actor messages for setting the speed of SOpSmoothRotation if i want to make my own trigger-based turret system for example..
Yea, do it, pretty interesting. Maybe it could help to improve our data experiences. It's well known, that data alows multiple solutions for each task, and there may be some criteria, like performance, readability, changeability, development time, etc, to pick the optimal solution.
Also, a question: is there a kind of complete description of the each data field of each entry type that maybe engine coders supposedly created for data people? Mapmakers have always been struggling through the lack of comprehensive data help. Some fields have tooltips, some doesn't. Usually it's the most mysterious fields have no info about themselves. Mapster's wiki is a great help, but even it is not covering everything that may be needed. Simple example: the whole sound processing part. It has zero tooltips, has chances to win the "most bugged part of data editor" award, and some of the bugs not just turn working with sound into mess, they simply crash sc2, forcing to reboot the computer.
So, if there is something blizz secretly using inhouse to acknowledge the sense of everything in data, can it be possible to release it as a help for all the mapmakers? Again, after starting using unity, I was positively shocked of their complete description of the whole API. As well as a huge robust "ask questions" section, which made that 95% of my questions had first google result as a direct answer.
I don't know if there is any in-house document. But my guess it's a no.
Then how blizz people know what rare data fields do? Maybe data workers are the same people who created the engine and they simply remember everything? Or they can go to source code and check comments? Or simply no one knows what some data field do like medieval europeans didn't know how roman aqueducts and stadiums supposed to work?
You know, my prestige not enough for me to get such internal details of blizzard. Perhaps I can still mail to some of them and try ask this question, if you are curious
Actually my curiosity was driven by the fact that you said you co-worked, so I hoped you know where they scoop the knowledge out from. But, honestly, I am still curious. So, yea, mail them. But if it's not convenient for you, simply tell us about those data rules they wanted you to follow.
will be good to have at least some basic explanations for some newly introduced actor messages, which don't have description in trigger editor. Like even though i almost focused on learning actor system i still haven't managed to find out what is the purpose of MovementTrackingStart/Stop messages. Any clues Renee?
Also there is a mystery if there are some hidden actor messages for setting the speed of SOpSmoothRotation if i want to make my own trigger-based turret system for example..
I don't know what MovementTrackingStart/Stop messages are for either.
But I'm sure there isn't any message to ajusting SOpSmoothRotation's turn rate.
I would like to create rabbits vs sheep again in sc2 using the warcraft models :) Its not too difficult, the trigger is easy to create, and terrain easier, but i never did because i dislike the ability editor in sc2 :) if the spells and what not are already created, and the wc3 models imported, it's a matter of me spending a couple hours to create the trigger and import all the heroes :) is this possible with the current stuff imported? can i open up your map and delete all and rip the heroes?
Ok, Just would like to know how many people here would like to creating fantasy maps after the official release of the asset pack?
I have a big interest in creating one but there are no ground textures that fit the new models. That combined with Wowmodelviewer not exporting anything at the moment and I'm screwed lol.
I would like to create rabbits vs sheep again in sc2 using the warcraft models :) Its not too difficult, the trigger is easy to create, and terrain easier, but i never did because i dislike the ability editor in sc2 :) if the spells and what not are already created, and the wc3 models imported, it's a matter of me spending a couple hours to create the trigger and import all the heroes :) is this possible with the current stuff imported? can i open up your map and delete all and rip the heroes?
please inform :)
Just download the War3 (GA) and War3 Extra (GA) mod from battle.net with your editor. I have already created every things in it. Just use what you want like how you using the liberty and swarm mod. They are not 'a map', they are mods. The lost temple maps is just a sample that what you can do with my mod.
whenever I try and open anything through the client, it lags out, is there a fix? or am i doing something wrong trying to open the map files this way? EDIT: I fix it, but not sure how, cpu still locked at 100%, but after 10 minutes it unlocked, annoying.
I only half fixed it, though , when I open your mod (i have swarm, war3 (ga) and war3 extra (ga) it says
[2/13/2015 12:38:09 PM] Error: Dependency data could not be loaded. Dependency file could not be found (Mods\WarCraft\WarCraft.SC2Mod)
I don't know why :D
I narrow it down to it doesn't like war3 Extra - something about it is dislike. Im not sure
whenever I try and open anything through the client, it lags out, is there a fix? or am i doing something wrong trying to open the map files this way? EDIT: I fix it, but not sure how, cpu still locked at 100%, but after 10 minutes it unlocked, annoying.
I only half fixed it, though , when I open your mod (i have swarm, war3 (ga) and war3 extra (ga) it says
[2/13/2015 12:38:09 PM] Error: Dependency data could not be loaded. Dependency file could not be found (Mods\WarCraft\WarCraft.SC2Mod)
I don't know why :D
I narrow it down to it doesn't like war3 Extra - something about it is dislike. Im not sure
You need to open "War 3(GA)" and save it in the Starcraft II Public Test/mods/Warcraft folder (make one) as "WarCraft.SC2Mod" so that War 3 Extra works.
@ArcaneDurandel: Go
Yeah I was digging in the MPQs and just realized it. Strange that they didn't hook it up in the dependancies though. Cool to see it's still there
Its good to see some adequate people care about it and nailing the issues, not just thanksgiving 24/7 on their knees.
Yea, do it, pretty interesting. Maybe it could help to improve our data experiences. It's well known, that data alows multiple solutions for each task, and there may be some criteria, like performance, readability, changeability, development time, etc, to pick the optimal solution.
Also, a question: is there a kind of complete description of the each data field of each entry type that maybe engine coders supposedly created for data people? Mapmakers have always been struggling through the lack of comprehensive data help. Some fields have tooltips, some doesn't. Usually it's the most mysterious fields have no info about themselves. Mapster's wiki is a great help, but even it is not covering everything that may be needed. Simple example: the whole sound processing part. It has zero tooltips, has chances to win the "most bugged part of data editor" award, and some of the bugs not just turn working with sound into mess, they simply crash sc2, forcing to reboot the computer.
So, if there is something blizz secretly using inhouse to acknowledge the sense of everything in data, can it be possible to release it as a help for all the mapmakers? Again, after starting using unity, I was positively shocked of their complete description of the whole API. As well as a huge robust "ask questions" section, which made that 95% of my questions had first google result as a direct answer.
will be good to have at least some basic explanations for some newly introduced actor messages, which don't have description in trigger editor. Like even though i almost focused on learning actor system i still haven't managed to find out what is the purpose of MovementTrackingStart/Stop messages. Any clues Renee?
Also there is a mystery if there are some hidden actor messages for setting the speed of SOpSmoothRotation if i want to make my own trigger-based turret system for example..
I don't know if there is any in-house document. But my guess it's a no.
@Renee2islga: Go
Then how blizz people know what rare data fields do? Maybe data workers are the same people who created the engine and they simply remember everything? Or they can go to source code and check comments? Or simply no one knows what some data field do like medieval europeans didn't know how roman aqueducts and stadiums supposed to work?
You know, my prestige not enough for me to get such internal details of blizzard. Perhaps I can still mail to some of them and try ask this question, if you are curious
@Renee2islga: Go
Actually my curiosity was driven by the fact that you said you co-worked, so I hoped you know where they scoop the knowledge out from. But, honestly, I am still curious. So, yea, mail them. But if it's not convenient for you, simply tell us about those data rules they wanted you to follow.
I don't know what MovementTrackingStart/Stop messages are for either.
But I'm sure there isn't any message to ajusting SOpSmoothRotation's turn rate.
I would like to create rabbits vs sheep again in sc2 using the warcraft models :) Its not too difficult, the trigger is easy to create, and terrain easier, but i never did because i dislike the ability editor in sc2 :) if the spells and what not are already created, and the wc3 models imported, it's a matter of me spending a couple hours to create the trigger and import all the heroes :) is this possible with the current stuff imported? can i open up your map and delete all and rip the heroes?
please inform :)
I have a big interest in creating one but there are no ground textures that fit the new models. That combined with Wowmodelviewer not exporting anything at the moment and I'm screwed lol.
bounty.... how do you make the newest photon cycles with warcraft units ;D
Just download the War3 (GA) and War3 Extra (GA) mod from battle.net with your editor. I have already created every things in it. Just use what you want like how you using the liberty and swarm mod. They are not 'a map', they are mods. The lost temple maps is just a sample that what you can do with my mod.
@Renee2islga: Go
I did not know it was a mod, i thought it was a map, thank you renee :)
whenever I try and open anything through the client, it lags out, is there a fix? or am i doing something wrong trying to open the map files this way? EDIT: I fix it, but not sure how, cpu still locked at 100%, but after 10 minutes it unlocked, annoying.
I only half fixed it, though , when I open your mod (i have swarm, war3 (ga) and war3 extra (ga) it says
[2/13/2015 12:38:09 PM] Error: Dependency data could not be loaded. Dependency file could not be found (Mods\WarCraft\WarCraft.SC2Mod)
I don't know why :D
I narrow it down to it doesn't like war3 Extra - something about it is dislike. Im not sure
You need to open "War 3(GA)" and save it in the Starcraft II Public Test/mods/Warcraft folder (make one) as "WarCraft.SC2Mod" so that War 3 Extra works.
I see and fix now, thanks. bizzare to me :p