Pitfall - Attachment Points on WoW models break when the unit becomes idle but fix thesmelves when turning or moving. Reimporting the model will fix it in the cutscene editor but not in game
Pitfall - Hiding Units no longer truly hides units/gives performance boosts in 64 bit clients. Basically, if your map requires lots of units (grids etc) that are hidden so as to not create performance issues, it will works on 32 bit but breaks on 64 bit. Additionally, opening maps that have this problem in the 64 bit editor will cause this issue to occur on both 32 and 64 bit clients.
Has anyone been able to publish their maps since 3.0? I've tried since yesterday, it just stops and won't publish any maps.
The only maps that can be published, creating a brand new maps seems to work. Or loading up an old map that hadn't been saved, that will publish. Then once I save it again, it won't publish anymore.
edit:
actually, some of the older maps also won't publish. one did publish though until I saved it again...
Nevermind! Seems I can still publish to the korea region, I'll just move my maps there.
Pitfall: Texture entities in the data module do not work if they refer to image files within the root folder. The displayed error in the game/debugger is "Could not find texture with id *ENTITY_ID*."
Solution: Move image files into some folder and make the entities refer to updated path.
Pitfall: Narud's 2D portrait image shows a Hybrid instead of a humanoid with white hair.
Has anyone been able to publish their maps since 3.0? I've tried since yesterday, it just stops and won't publish any maps.
The only maps that can be published, creating a brand new maps seems to work. Or loading up an old map that hadn't been saved, that will publish. Then once I save it again, it won't publish anymore.
edit: actually, some of the older maps also won't publish. one did publish though until I saved it again...
Nevermind! Seems I can still publish to the korea region, I'll just move my maps there.
War3 Mod 3.0 published to all regions.
It's just that there is a issue to update one of the sample map in CN region.
Has anyone been able to publish their maps since 3.0? I've tried since yesterday, it just stops and won't publish any maps.
The only maps that can be published, creating a brand new maps seems to work. Or loading up an old map that hadn't been saved, that will publish. Then once I save it again, it won't publish anymore.
edit: actually, some of the older maps also won't publish. one did publish though until I saved it again...
Nevermind! Seems I can still publish to the korea region, I'll just move my maps there.
I've verified that our map uploads only fail on the "Americas" region; upload was successful in EU, KT, and SEA. That seems to reinforce the theory that this is a problem with Blizzard's infrastructure instead of the maps themselves.
I've had something like that happen before. When you're in the second area of the publishing menu, there's a spot where you can change the name of your map. Next to it is a button that says use for all locales. Try clicking that button then publishing.
the thing is, inside this menu it shows for a short second that US local uses different name (Ling Slayers vs Ling Slayer). changing the local shows that it uses Ling Slayer in the US. it let me upload and at 100% it throws the error. pressing the button doesnt help, deleting locales doesnt help, uploading as Ling Slayerz doesn't work too, it says that the DE locale has an error and that it is left out.
the thing is, inside this menu it shows for a short second that US local uses different name (Ling Slayers vs Ling Slayer). changing the local shows that it uses Ling Slayer in the US. it let me upload and at 100% it throws the error. pressing the button doesnt help, deleting locales doesnt help, uploading as Ling Slayerz doesn't work too, it says that the DE locale has an error and that it is left out.
Have a look at my post and provide the information of your old editor locale (2.1, the locale of the editor itself, not your map), and the Server you wanted to upload.
Pitfall : When you are attempting to upload an assets(especially the images) into your map, the editor pops up an error like this :
"[10/9/2015 9:40:52 PM] Warning: Unable to load image from 'C:\Users\Pinky\AppData\Local\Temp\StarCraftIITemp\Import/Musics for GetHypered!.SC2Mod\Assets\Textures\GetHypered\curse of naxxramas.png' (e_errorIdNotFound)"
and shows a weird red/blue square.
Solution : Save your map/mod. It'll show correctly.
Pitfall: Any models that by default have their textures in a folder other than /assets/textures no longer load their textures properly.
Solution: Do texture select by ID for these textures ensuring they are located in the /assets/textures folder. You get the joy of doing this for any extra textures used too to make sure it always renders properly. Make sure you get specular, normal, emissive, and diffuse if necessary, Makes a HUGE difference.
So thrilled to be doing this fix... really... Beware any custom models that don't have their textures in /assets/texture folder!
I've verified that our map uploads only fail on the "Americas" region;
upload was successful in EU, KT, and SEA. That seems to reinforce the
theory that this is a problem with Blizzard's infrastructure instead of
the maps themselves.
It appears Blizzard is working the problem; map uploads in the Americas don't always fail anymore, but instead hang indefinitely (30+ min so far).
edit: For clarity, uploads to EU, KT, and SEA still work without any problems.
edit: error text "There was a temporary error with your request. Please try again in a few minutes." (for 48+ hours)
I confirm: I was just able to publish a Map in Europe but it failed in the US (Transmitting Header File - Failed, : Error "variant definitions could not be validated").
Pitfall: There are bugs when I play my published map online that do not exist when I open it locally (with "Test Document" from the editor).
"Uncommandable" units are actually uncommandable locally, but I can control them in my map online. They seem to have lost the flag, since some triggers and spells that should not target them do.
Online, a weird square appears at the top of my map (cf joined image)
Solution: I guess only blizzard folks can do something against these inconsistencies
Same problem here, and Use for all regions option doesn't solve it. (tried KT region) I noticed something while trying different maps for uploads, as some of them got past the name check. From what I see, the main differences are:
is published with multiple locales defined, and has a published map name to compare, for each locale.
displays "unknown locale does not match published name" for a short time (bout 0.5s) when clicking use for all regions button (not the checkbox one, but one above the log panel)
Assuming these differences are the root causes to this problem, solving it would require a database cleanup or a namecheck exception rule on Blizzard side.
Pitfall - Hiding Units no longer truly hides units/gives performance boosts in 64 bit clients. Basically, if your map requires lots of units (grids etc) that are hidden so as to not create performance issues, it will works on 32 bit but breaks on 64 bit. Additionally, opening maps that have this problem in the 64 bit editor will cause this issue to occur on both 32 and 64 bit clients.
Sounds like a problem with memory bandwidth rather than incorrect behaviour. Both 32bit and 64bit clients should be hiding units the exact same as otherwise they will out of sync (anything else makes no sense). The 64bit build will use more memory per object than the 32bit build due to a combination of structure/class alignment and wider pointers. Although the 64bit build will execute code faster (bigger registers, more registers and native instructions for single 64bit integer computation) some of this speed is lost by the increase in memory bandwidth (iterating the same objects uses more memory bandwidth) and decrease in effective cache capacity (elements are slightly bigger so cache can hold slightly less).
As soon as your system is pushed to the limit of memory performance then game performance will fall sharply. This can either be due to insufficient memory bandwidth (an increasing problem since todays RAM is not that much faster than RAM 10 years ago) or your system is out of free memory (having to use paging, running SC2E + SC2 on 4GB or less systems can easily cause this with complex maps).
From personal experience I feel like the 64bit versions have given me performance. This might be due to overall SC2 optimizations applying to both versions however in situations which used to lock my screen at 0 FPS I get at least 2 FPS odd.
Pitfall: PlayerHandle, the native which returns a player's account handle is now an error if called while testing a map. This is because it tries to access the player handle data which does not exist since local test players are never assigned one. Before it used to return null and print no error.
Solution: Before calling PlayerHandle a conditional test is needed to make sure the current session is not a test session. How this is done I am not sure but testing if the game is a manual test will not work (arcade sessions count as manual tests). What might work is checking if the game is online since if it is then the player should have a handle however I have not tested this approach yet so it might also not work.
Pitfall - Attachment Points on WoW models break when the unit becomes idle but fix thesmelves when turning or moving. Reimporting the model will fix it in the cutscene editor but not in game
Pitfall - Hiding Units no longer truly hides units/gives performance boosts in 64 bit clients. Basically, if your map requires lots of units (grids etc) that are hidden so as to not create performance issues, it will works on 32 bit but breaks on 64 bit. Additionally, opening maps that have this problem in the 64 bit editor will cause this issue to occur on both 32 and 64 bit clients.
Has anyone been able to publish their maps since 3.0? I've tried since yesterday, it just stops and won't publish any maps.
The only maps that can be published, creating a brand new maps seems to work. Or loading up an old map that hadn't been saved, that will publish. Then once I save it again, it won't publish anymore.
edit: actually, some of the older maps also won't publish. one did publish though until I saved it again...
Nevermind! Seems I can still publish to the korea region, I'll just move my maps there.
TL:DR; Dont use 64 bit version, ever.
@sandround: Go
Yeah I've been able to publish without any issues.
Pitfall: Texture entities in the data module do not work if they refer to image files within the root folder. The displayed error in the game/debugger is "Could not find texture with id *ENTITY_ID*."
Solution: Move image files into some folder and make the entities refer to updated path.
Pitfall: Narud's 2D portrait image shows a Hybrid instead of a humanoid with white hair.
Solution: Wait till Blizz fixes that or make your own 2D static portrait from a screenshot of the 3D model.
Alternatively, I found this image googling the name: http://static.giantbomb.com/uploads/original/15/155745/2263989-portrait_narud_full.jpg
If resized to 152x232 and converted to dds, it seems fine.
War3 Mod 3.0 published to all regions.
It's just that there is a issue to update one of the sample map in CN region.
Mac user here. If I edit the texture set in a map, it seems to render the entire map unsaveable. Anyone else running into this?
I've verified that our map uploads only fail on the "Americas" region; upload was successful in EU, KT, and SEA. That seems to reinforce the theory that this is a problem with Blizzard's infrastructure instead of the maps themselves.
the thing is, inside this menu it shows for a short second that US local uses different name (Ling Slayers vs Ling Slayer). changing the local shows that it uses Ling Slayer in the US. it let me upload and at 100% it throws the error. pressing the button doesnt help, deleting locales doesnt help, uploading as Ling Slayerz doesn't work too, it says that the DE locale has an error and that it is left out.
Have a look at my post and provide the information of your old editor locale (2.1, the locale of the editor itself, not your map), and the Server you wanted to upload.
i tried uploading to EU. the editor is using german localization.
Here's the old Narud static if you're in need of it;
The colors look a bit messed up but it's a straight export.
And for anyone curious, this is the new Narud static;
I guess we'll be seeing him again.
Wasn't there a Narud static image in WoL? I use him as a human and usually humans don't have glowing eyes.
edit: The image you posted is still in the game.
I found this image googling the name: http://static.giantbomb.com/uploads/original/15/155745/2263989-portrait_narud_full.jpg
If resized to 152x232 and converted to dds, it seems fine.
Pitfall : When you are attempting to upload an assets(especially the images) into your map, the editor pops up an error like this :
"[10/9/2015 9:40:52 PM] Warning: Unable to load image from 'C:\Users\Pinky\AppData\Local\Temp\StarCraftIITemp\Import/Musics for GetHypered!.SC2Mod\Assets\Textures\GetHypered\curse of naxxramas.png' (e_errorIdNotFound)"
and shows a weird red/blue square.
Solution : Save your map/mod. It'll show correctly.
Pitfall: Any models that by default have their textures in a folder other than /assets/textures no longer load their textures properly.
Solution: Do texture select by ID for these textures ensuring they are located in the /assets/textures folder. You get the joy of doing this for any extra textures used too to make sure it always renders properly. Make sure you get specular, normal, emissive, and diffuse if necessary, Makes a HUGE difference.
So thrilled to be doing this fix... really... Beware any custom models that don't have their textures in /assets/texture folder!
It appears Blizzard is working the problem; map uploads in the Americas don't always fail anymore, but instead hang indefinitely (30+ min so far).
edit: For clarity, uploads to EU, KT, and SEA still work without any problems.
edit: error text "There was a temporary error with your request. Please try again in a few minutes." (for 48+ hours)
I confirm: I was just able to publish a Map in Europe but it failed in the US (Transmitting Header File - Failed, : Error "variant definitions could not be validated").
Pitfall: There are bugs when I play my published map online that do not exist when I open it locally (with "Test Document" from the editor).
Solution: I guess only blizzard folks can do something against these inconsistencies
Is there a way to make it so that Control + Right Click works? Or is this "workaround" specific to click and drag only?
@FunkyUserName: Go
Same problem here, and Use for all regions option doesn't solve it. (tried KT region) I noticed something while trying different maps for uploads, as some of them got past the name check. From what I see, the main differences are:
Assuming these differences are the root causes to this problem, solving it would require a database cleanup or a namecheck exception rule on Blizzard side.
Sounds like a problem with memory bandwidth rather than incorrect behaviour. Both 32bit and 64bit clients should be hiding units the exact same as otherwise they will out of sync (anything else makes no sense). The 64bit build will use more memory per object than the 32bit build due to a combination of structure/class alignment and wider pointers. Although the 64bit build will execute code faster (bigger registers, more registers and native instructions for single 64bit integer computation) some of this speed is lost by the increase in memory bandwidth (iterating the same objects uses more memory bandwidth) and decrease in effective cache capacity (elements are slightly bigger so cache can hold slightly less).
As soon as your system is pushed to the limit of memory performance then game performance will fall sharply. This can either be due to insufficient memory bandwidth (an increasing problem since todays RAM is not that much faster than RAM 10 years ago) or your system is out of free memory (having to use paging, running SC2E + SC2 on 4GB or less systems can easily cause this with complex maps).
From personal experience I feel like the 64bit versions have given me performance. This might be due to overall SC2 optimizations applying to both versions however in situations which used to lock my screen at 0 FPS I get at least 2 FPS odd.
Pitfall: PlayerHandle, the native which returns a player's account handle is now an error if called while testing a map. This is because it tries to access the player handle data which does not exist since local test players are never assigned one. Before it used to return null and print no error.
Solution: Before calling PlayerHandle a conditional test is needed to make sure the current session is not a test session. How this is done I am not sure but testing if the game is a manual test will not work (arcade sessions count as manual tests). What might work is checking if the game is online since if it is then the player should have a handle however I have not tested this approach yet so it might also not work.