I'm having a unit now which cannot be selected with dragged mouse box, it can only be selected by clicking on it. Also I copied the flags from an unaffected unit. Any ideas how to fix this?
I'm having a unit now which cannot be selected with dragged mouse box, it can only be selected by clicking on it. Also I copied the flags from an unaffected unit. Any ideas how to fix this?
Attach a invisible model which contains hittest sphere. I don't think it's related to 3.0
I'm having a unit now which cannot be selected with dragged mouse box, it can only be selected by clicking on it. Also I copied the flags from an unaffected unit. Any ideas how to fix this?
This might fix your problem. Look up the model of the unit and make sure the selection layer value is set to 0
Pitfall: Somehow the trigger "Cutscene - Perform a cutscene fade out" doesn't work properly. It sometimes automatically fades in again. Sadly I can't use "Cinematics - Fade out" as this would apply to all players...
Solution: Not found yet.
Pitfall: On some buttons the text on it becomes teal in color when I hover over it.
minor pitfall: warning: missile target below ground for ballistic movers ( i am not using any Z-offsets or anything, just target position of ability)
solution: none needed, it's just a warning
I have two 970's and 8gb of ram so its not my PC I think. Everyone who has tested the current issue with units on 64 bit reports the same thing. Also, the units DO hide but like I said, the framerate does not go up/change at all once that is done like on the 32 bit client.
256*256 maps lag like hell now. I had a map with about 600 units, nothing really taxing as the engine is comfortable with about 800 normally, which has gone from 120fps to 30 with a harsh, unplayable stutter. Nothing even changed besides the game client being patched. I see people complaining that large team games of regular sc2 matches are just as bad.
Oddly smaller maps (not much smaller. Talking 208*208) with even more units (800+) show absolutely no change in fps.
We've experienced substantial performance hits as well; I didn't imagine it was due to map size (256x256), but will test.
As I mentioned earlier, it is probably memory related because the 64bit client uses more memory than the 32bit client for logical reasons. The 64bit client executes faster but will perform worse if memory is a limiting factor. It can be memory bandwidth (moving data from memory to CPU), memory availability (how much memory SC2 can use before having to use virtual memory) or even cache coherency (64bit build has less cache coherency due to elements being bigger so using more cache space so fewer fit in the cache).
We've experienced substantial performance hits as well; I didn't imagine it was due to map size (256x256), but will test.
As I mentioned earlier, it is probably memory related because the 64bit client uses more memory than the 32bit client for logical reasons. The 64bit client executes faster but will perform worse if memory is a limiting factor. It can be memory bandwidth (moving data from memory to CPU), memory availability (how much memory SC2 can use before having to use virtual memory) or even cache coherency (64bit build has less cache coherency due to elements being bigger so using more cache space so fewer fit in the cache).
Again, I have 8gb of ram and two 970's.... the 64 bit client is simply not working as intended when it comes to units. I get 150+ fps on my map via the 32 bit client and 1 fps on the 64 bit client. lol
Again, I have 8gb of ram and two 970's.... the 64 bit client is simply not working as intended when it comes to units. I get 150+ fps on my map via the 32 bit client and 1 fps on the 64 bit client. lol
However why would it be doing that? The code should build to be functionally identical as defined by the compiler. The actual produced code will be faster in the 64bit client due to the extra available features. The only slow down comes from larger object sizes as a result of alignment and packing constraints and bigger pointer sizes which requires more memory bandwidth and fewer fit into the cache.
Quote:
two 970's
Out of interest have you tried disabling SLI? It could be a compatibility problem with SLI and the 64bit client. This is usually the case when performance is that different.
Quote:
Anyone else have problems with their action actors now?
Make sure your game settings are high enough to show them. I believe such eye candy is turned off at lower visual settings. Patch 3.0 reset everyone's visual settings to some auto detected default which might be considerably below the maximum setting.
Make sure your game settings are high enough to show them. I believe such eye candy is turned off at lower visual settings. Patch 3.0 reset everyone's visual settings to some auto detected default which might be considerably below the maximum setting.
Yeah, theyre on high. Even before the patch, the actors showed up on the lowest settings.
Try to make an ability with an action actor and see.
Just make a normal damage ability, create an action actor with the impact damage effect, and set the model in the impact map section.
I'm having a unit now which cannot be selected with dragged mouse box, it can only be selected by clicking on it. Also I copied the flags from an unaffected unit. Any ideas how to fix this?
Attach a invisible model which contains hittest sphere. I don't think it's related to 3.0
This might fix your problem. Look up the model of the unit and make sure the selection layer value is set to 0
Pitfall: Somehow the trigger "Cutscene - Perform a cutscene fade out" doesn't work properly. It sometimes automatically fades in again. Sadly I can't use "Cinematics - Fade out" as this would apply to all players...
Solution: Not found yet.
Pitfall: On some buttons the text on it becomes teal in color when I hover over it.
Solution: Not found yet.
Pitfall: List of Regions is gone
Solution: ??
Regions.xml
Put it in your sc2 folder.
minor pitfall: warning: missile target below ground for ballistic movers ( i am not using any Z-offsets or anything, just target position of ability)
solution: none needed, it's just a warning
No not the servers in the terrain editor the list under the minimap: http://imgur.com/OdJRlgH
@Heuledero: Go
In the Text Module, you can specify Font Styles. IN the Font Style you can specify the color of the text when it is Hovered.
So solution: Change the style or make a new one and use it in the old ones place.
@ImperialGood: Go
I have two 970's and 8gb of ram so its not my PC I think. Everyone who has tested the current issue with units on 64 bit reports the same thing. Also, the units DO hide but like I said, the framerate does not go up/change at all once that is done like on the 32 bit client.
256*256 maps lag like hell now. I had a map with about 600 units, nothing really taxing as the engine is comfortable with about 800 normally, which has gone from 120fps to 30 with a harsh, unplayable stutter. Nothing even changed besides the game client being patched. I see people complaining that large team games of regular sc2 matches are just as bad.
Oddly smaller maps (not much smaller. Talking 208*208) with even more units (800+) show absolutely no change in fps.
@TyaArcade: Go
We've experienced substantial performance hits as well; I didn't imagine it was due to map size (256x256), but will test.
@kelsonTD: Go
It is not due to map size, it is related to units and the 64 bit client from my tests.
Pitfall: Whenever I try to write any text in the trigger editor (text tags, cinematic text, anything), the editor crashes.
Solution: Turn off spell check under preferences.
Anyone else have problems with their action actors now?
None of the models for impact map are appearing.
Any workarounds?
I really don't want to redo 100+ abilities.. I hate you Blizzard.
As I mentioned earlier, it is probably memory related because the 64bit client uses more memory than the 32bit client for logical reasons. The 64bit client executes faster but will perform worse if memory is a limiting factor. It can be memory bandwidth (moving data from memory to CPU), memory availability (how much memory SC2 can use before having to use virtual memory) or even cache coherency (64bit build has less cache coherency due to elements being bigger so using more cache space so fewer fit in the cache).
Again, I have 8gb of ram and two 970's.... the 64 bit client is simply not working as intended when it comes to units. I get 150+ fps on my map via the 32 bit client and 1 fps on the 64 bit client. lol
However why would it be doing that? The code should build to be functionally identical as defined by the compiler. The actual produced code will be faster in the 64bit client due to the extra available features. The only slow down comes from larger object sizes as a result of alignment and packing constraints and bigger pointer sizes which requires more memory bandwidth and fewer fit into the cache.
Out of interest have you tried disabling SLI? It could be a compatibility problem with SLI and the 64bit client. This is usually the case when performance is that different.
Make sure your game settings are high enough to show them. I believe such eye candy is turned off at lower visual settings. Patch 3.0 reset everyone's visual settings to some auto detected default which might be considerably below the maximum setting.
Yeah, theyre on high. Even before the patch, the actors showed up on the lowest settings.
Try to make an ability with an action actor and see.
Just make a normal damage ability, create an action actor with the impact damage effect, and set the model in the impact map section.
This method worked fine before, now nothing.
This can only be caused by your own actor event config.
Check your actor events again.
My map works perfectly.