Does anyone use a Macbook for the editor? With 3.0 it appears the shading lighting is all messed up, but only in Macbook on the editor. Models and the map appears dark with the upper part of the screen a solid darker than the bottom half of the screen. Very strange. Does not occur on PC or in-game
Next Project: Warcraft: Origins Reforged (A Warcraft 1 and 2 remaster in the upcoming Blizzard Warcraft 3: Reforged engine featuring both classic and enhanced features.) - Blizzard Page
Yes, this happens to me, too. A temporary fix is to switch to any tool but doodads, then toggle doodads on and off (Shift-D). It will come back later, but this takes care of it at least for a while.
Also, it seems to happen for me almost only on creep, which is weird. By that I mean that the creep gets darker, not the stuff around it.
Next Project: Warcraft: Origins Reforged (A Warcraft 1 and 2 remaster in the upcoming Blizzard Warcraft 3: Reforged engine featuring both classic and enhanced features.) - Blizzard Page
Tried uploading my big map on NA again, still doesn't work. Not a huge deal since it's a minor update, still would be nice though. I guess EU gets all the updates! haha.
Not really an issue but does anyone else have a lot more Trigger actions in the Overview Manager displayed since 3.0? (just the number). Now says around 8600 actions when it used to say around 4500.
After yesterday's patch the Test Document issue I had for Mac has been fixed. However, with the patch brings me even more bugs and errors.
Still recieving the two text errors.
When I open the editor: TextError: UI/TextError/CannotLoadFontFilecourbd.ttf
When I open a map: TextError: Cannot load font file [courbd.ttf]
Cannot make ramps diagonally on cliffs. Can only make horizontal or vertical ones.
Frequent crashes. Most notably when I edit text for Transmissions. Either the editor crashes when I press the button to edit, or when I want to confirm my changes.
The lightning seems to be messed up sometimes upon starting the map, or when I zoom far out. To be more specific, it becomes way darker.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
On my MBP, I have a dark line across the center of the screen at all times. I also cause permanently corrupted maps if I edit any data. This may be restricted to component files—I've been too lazy to check yet, since we don't work on the binaries.
Yeah, I have this line too, although not constantly. For me, it is a diagonal black line that goes all the way to the end of the map. It can be removed by toggling gameview on and off, although it can appear again at times when I zoom out.
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Sounds like many are having this issue then. I hope Blizzard can fix this, I'd be shocked all those guys are just using PC's to test. Is there a general location to send them this bug however? It's pretty annoying how dark the map is. You can tell the mac editor though doesn't get as much love as the PC version
Next Project: Warcraft: Origins Reforged (A Warcraft 1 and 2 remaster in the upcoming Blizzard Warcraft 3: Reforged engine featuring both classic and enhanced features.) - Blizzard Page
So they updated the War3 Data mod again. This time, I can open the map fine and I've added the new version of the dependency but.. literally every data change I've made has reverted. All of my imported textures I used for UI are replaced by blue blocks, every unit I've changed looks like its HotS original counterpart.
Basically, my entire map is completely and utterly destroyed. Mind you, I can put down the War3 units and they work fine.. just all of my changes are annihilated.
This happened mid-working on my map, actually. I was making changes, testing, making changes, testing, and randomly one time when I was testing the loading screen was gone and booting into the game all changes were gone. Going back to the editor, everything looks fine. I reopened the map and what had appeared in testing how appeared in the editor, and I checked dependencies and realized the War3 data mod had updated.
So.. any ideas on how to fix this?
Edit:
So I had remembered Renee's to manually change the DocumentInfo file for my map, and I had tried it and it failed to fix the issue.
However, I managed to find a backup that wasn't corrupted. Trying to add the dependency to this uncorrupted version the normal way once again resulted in the endless staircase of loading: http://i.imgur.com/4APZjLH.jpg but I WAS able to edit the DocumentInfo file in order to properly update my mod to 1.2 without destroying everything. (Thanks for the advice, Renee)
No idea why it got blown to hell in the middle of editing/testing int he first place, but I anyways managed to get a version working with 1.2. So I only lost like 3-4 hours of work which is not nearly as bad as I thought. (Autosave overwrote my map with corrupted version, and my most recent non-corrupted version was kinda old)
Edit2:
.. happened again mid-editing in my version working with 1.2, so I guess it isn't related to the 1.2 data mod. Still insanely irritating. Lost work again.
Converting non-corrupted and corrupted versions to components list, this is what I see under Base.SC2Data\GameData: http://i.imgur.com/W1blRnj.jpg
So it seems it literally DELETES selective aspects.
Pitfall: Transient flag on morph abilities causes the game to crash after repeated use if the morphing unit is currently in combat. This is reliably reproducible.
Solution: Remove the transient flag on morph abilities.
This happened to me before I tried updating it to 1.2, so no, that doesn't work.
I don't really think it has anything to do with the war3 dependency anymore, because it just happens randomly during editing, not when changing dependencies at all.
I misintepreted the issue because of doodad and pathing settings in my map.
The footprint remains. It seems that only the act of raising units above the ground were affected. If you hide a bridge units can still go over the canyon but they glitch and move up and down instead of in the middle of the air.
Original post
New pitfall: Using the Show/Hide Doodad trigger now affect footprints. This can be a good thing as hiding a doodad will remove it's path blocking qualities. But this is also a problem if you hide a bridge/platform doodad as the bridge will no longer keep ground units in the air. They will rather fall down to lowest terrain level while walking over it.
Me and many other mappers have made special bridges out of debris doodads, or stone's, tree's etc.., placed a bridge/platform over them to give them "over ground" pathing then hidden the bridge/platform with a trigger.
Solution: Instead of hiding the doodad you can create the same effect by sending an actor message setting opacity to '0'
You can send the actor message with a trigger but you can only send these messages to specific doodads, meaning you must send alot of actor messages if you use many bridge/platforms doodads with this intent.
Or you can send the actor message on the bridge/platform actor. Open the Events tab on the doodads under Actor in data. Add an 'ActorCreation' event and add an "SetOpacity" message there. This will make the doodad type visible in editor but invisible in-game.
New pitfall: Using the Show/Hide Doodad trigger now affect footprints. This can be a good thing as hiding a doodad will remove it's path blocking qualities. But this is also a problem if you hide a bridge/platform doodad as the bridge will no longer keep ground units in the air. They will rather fall down to lowest terrain level while walking over it.
Me and many other mappers have made special bridges out of debris doodads, or stone's, tree's etc.., placed a bridge/platform over them to give them "over ground" pathing then hidden the bridge/platform with a trigger.
Solution: Instead of hiding the doodad you can create the same effect by sending an actor message setting opacity to '0'
You can send the actor message with a trigger but you can only send these messages to specific doodads, meaning you must send alot of actor messages if you use many bridge/platforms doodads with this intent.
Or you can send the actor message on the bridge/platform actor. Open the Events tab on the doodads under Actor in data. Add an 'ActorCreation' event and add an "SetOpacity" message there. This will make the doodad type visible in editor but invisible in-game.
really? the footprint gets removed? that's awesome! i always wanted that and it hugely removes the amount of units on my map.
to your problem, instead of sending alot of actor messages send only one message to all dooddads but do it with a signal. then all you need is a signal event in your actor which does the opacity. at least that's how i would do it.
Pitfall (Mac only): Unable to publish map. I get a: Warning: Document aliases could not be accessed: CLIENTSIDECACHE_LOAD_UNABLE_TO_OPEN_FILE . Then the preparation to publish fails with an Unable to save resource file... error.
I saw a couple of old posts mentioning this error, and saying it is due to a modem problem, but it is not (I tried to do it from different places and restarted modems).
I managed to publish the exact same map from a friend's computer running windows 7 (on the same network connection).
Did anyone else encounter this issue?
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Does anyone use a Macbook for the editor? With 3.0 it appears the shading lighting is all messed up, but only in Macbook on the editor. Models and the map appears dark with the upper part of the screen a solid darker than the bottom half of the screen. Very strange. Does not occur on PC or in-game
Current Projects: Starcraft: Mass Recall | Starcraft: Enslavers Redux
Next Project: Warcraft: Origins Reforged (A Warcraft 1 and 2 remaster in the upcoming Blizzard Warcraft 3: Reforged engine featuring both classic and enhanced features.) - Blizzard Page
Future Projects:
@OmegaWeaponX85: Go
Yes, this happens to me, too. A temporary fix is to switch to any tool but doodads, then toggle doodads on and off (Shift-D). It will come back later, but this takes care of it at least for a while.
Also, it seems to happen for me almost only on creep, which is weird. By that I mean that the creep gets darker, not the stuff around it.
@LucidIguana: Go
Current Projects: Starcraft: Mass Recall | Starcraft: Enslavers Redux
Next Project: Warcraft: Origins Reforged (A Warcraft 1 and 2 remaster in the upcoming Blizzard Warcraft 3: Reforged engine featuring both classic and enhanced features.) - Blizzard Page
Future Projects:
Yay, the prefixes and suffixes are back!
Tried uploading my big map on NA again, still doesn't work. Not a huge deal since it's a minor update, still would be nice though. I guess EU gets all the updates! haha.
Yeah, I downloaded it too and it seems names are back. Well, I can back to work, at least, but I'll wait for LotV launch to start testing out stuff.
/edit Terrain tileset names remain unnamed, however.
Not really an issue but does anyone else have a lot more Trigger actions in the Overview Manager displayed since 3.0? (just the number). Now says around 8600 actions when it used to say around 4500.
After yesterday's patch the Test Document issue I had for Mac has been fixed. However, with the patch brings me even more bugs and errors.
Still recieving the two text errors.
Is this anything other people are familiar with?
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Since this week's mini patch went live, I've been running into an editor-crashing bug when I try to edit text again.
Here's the error lettering that comes up.
B5060145-19B1-48A8-ABD7-6C5C6EEA39A6
Working on a macbook.
@DudkiSC2: Go
On my MBP, I have a dark line across the center of the screen at all times. I also cause permanently corrupted maps if I edit any data. This may be restricted to component files—I've been too lazy to check yet, since we don't work on the binaries.
@LucidIguana: Go
Yeah, I have this line too, although not constantly. For me, it is a diagonal black line that goes all the way to the end of the map. It can be removed by toggling gameview on and off, although it can appear again at times when I zoom out.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
Sounds like many are having this issue then. I hope Blizzard can fix this, I'd be shocked all those guys are just using PC's to test. Is there a general location to send them this bug however? It's pretty annoying how dark the map is. You can tell the mac editor though doesn't get as much love as the PC version
Current Projects: Starcraft: Mass Recall | Starcraft: Enslavers Redux
Next Project: Warcraft: Origins Reforged (A Warcraft 1 and 2 remaster in the upcoming Blizzard Warcraft 3: Reforged engine featuring both classic and enhanced features.) - Blizzard Page
Future Projects:
So they updated the War3 Data mod again. This time, I can open the map fine and I've added the new version of the dependency but.. literally every data change I've made has reverted. All of my imported textures I used for UI are replaced by blue blocks, every unit I've changed looks like its HotS original counterpart.
Basically, my entire map is completely and utterly destroyed. Mind you, I can put down the War3 units and they work fine.. just all of my changes are annihilated.
This happened mid-working on my map, actually. I was making changes, testing, making changes, testing, and randomly one time when I was testing the loading screen was gone and booting into the game all changes were gone. Going back to the editor, everything looks fine. I reopened the map and what had appeared in testing how appeared in the editor, and I checked dependencies and realized the War3 data mod had updated.
So.. any ideas on how to fix this?
Edit:
So I had remembered Renee's to manually change the DocumentInfo file for my map, and I had tried it and it failed to fix the issue.
However, I managed to find a backup that wasn't corrupted. Trying to add the dependency to this uncorrupted version the normal way once again resulted in the endless staircase of loading: http://i.imgur.com/4APZjLH.jpg but I WAS able to edit the DocumentInfo file in order to properly update my mod to 1.2 without destroying everything. (Thanks for the advice, Renee)
No idea why it got blown to hell in the middle of editing/testing int he first place, but I anyways managed to get a version working with 1.2. So I only lost like 3-4 hours of work which is not nearly as bad as I thought. (Autosave overwrote my map with corrupted version, and my most recent non-corrupted version was kinda old)
Edit2:
.. happened again mid-editing in my version working with 1.2, so I guess it isn't related to the 1.2 data mod. Still insanely irritating. Lost work again.
Converting non-corrupted and corrupted versions to components list, this is what I see under Base.SC2Data\GameData: http://i.imgur.com/W1blRnj.jpg
So it seems it literally DELETES selective aspects.
Pitfall: Transient flag on morph abilities causes the game to crash after repeated use if the morphing unit is currently in combat. This is reliably reproducible.
Solution: Remove the transient flag on morph abilities.
lo
Pitfall: GATEWAY_HASH_MISMATCH
no solution, have tried the tya locale "blizz killed enGB" "workaround", worked then killed the map (one dependency present)
f ck wanting to live in paris and play this game in oits original language
lol blizz.. each patch my locale f cks 100 hours of (noobie) work
ty blizzard, the more time spent for us .. the less money you win .. f cken corporations with their dumb incrementally forced patching
I had this gate_way_hash_mismatch but I can't tell you how to fix it. It just went away after a couple of tries.
@TheSkunk2: Go
Can you just not update the mod to 1.2?
IIRC You don't have to update a mod to the most recent version as the map will use the previous stored since it is stored.
@Bounty_98: Go
This happened to me before I tried updating it to 1.2, so no, that doesn't work.
I don't really think it has anything to do with the war3 dependency anymore, because it just happens randomly during editing, not when changing dependencies at all.
EDIT:
I misintepreted the issue because of doodad and pathing settings in my map.
The footprint remains. It seems that only the act of raising units above the ground were affected. If you hide a bridge units can still go over the canyon but they glitch and move up and down instead of in the middle of the air.
Original post
New pitfall: Using the Show/Hide Doodad trigger now affect footprints. This can be a good thing as hiding a doodad will remove it's path blocking qualities. But this is also a problem if you hide a bridge/platform doodad as the bridge will no longer keep ground units in the air. They will rather fall down to lowest terrain level while walking over it.
Me and many other mappers have made special bridges out of debris doodads, or stone's, tree's etc.., placed a bridge/platform over them to give them "over ground" pathing then hidden the bridge/platform with a trigger.
Solution: Instead of hiding the doodad you can create the same effect by sending an actor message setting opacity to '0'
You can send the actor message with a trigger but you can only send these messages to specific doodads, meaning you must send alot of actor messages if you use many bridge/platforms doodads with this intent.
Or you can send the actor message on the bridge/platform actor. Open the Events tab on the doodads under Actor in data. Add an 'ActorCreation' event and add an "SetOpacity" message there. This will make the doodad type visible in editor but invisible in-game.
really? the footprint gets removed? that's awesome! i always wanted that and it hugely removes the amount of units on my map. to your problem, instead of sending alot of actor messages send only one message to all dooddads but do it with a signal. then all you need is a signal event in your actor which does the opacity. at least that's how i would do it.
Pitfall (Mac only): Unable to publish map. I get a: Warning: Document aliases could not be accessed: CLIENTSIDECACHE_LOAD_UNABLE_TO_OPEN_FILE . Then the preparation to publish fails with an Unable to save resource file... error.
I saw a couple of old posts mentioning this error, and saying it is due to a modem problem, but it is not (I tried to do it from different places and restarted modems).
I managed to publish the exact same map from a friend's computer running windows 7 (on the same network connection).
Did anyone else encounter this issue?