The handle thing seems iffy to me. The concept of banlists is pathetic. I hope that they retain the inability to kick players somehow.
Banlists probably wont happen, because if they do, I'm sure Blizzard will be all over you for that. If they aren't against them, IMO it's fine - it would bring a bit more order to maps. Next big thing Blizzard needs to really nail down is the lobby/matchmaking system.
- Naming our games
- Password protecting them
- Search list on battle.net
- less strict rules for uploading maps (no religious material etc, tbh if the people who would be offended by this are playing it, well they're asking to be offended that's not our problem, the world doesn't revolve around them)
edit: I just tested the handle thing offline, doesn't give a string for player 1 (which I was assuming would be Local Player). Does it just give you the player's character code or what o.O
I'd upload a map to b.net and test it there but too much work.
Banlists probably wont happen, because if they do, I'm sure Blizzard will be all over you for that. If they aren't against them, IMO it's fine - it would bring a bit more order to maps. Next big thing Blizzard needs to really nail down is the lobby/matchmaking system.
- Naming our games
- Password protecting them
- Search list on battle.net
- less strict rules for uploading maps (no religious material etc, tbh if the people who would be offended by this are playing it, well they're asking to be offended that's not our problem, the world doesn't revolve around them)
edit: I just tested the handle thing offline, doesn't give a string for player 1 (which I was assuming would be Local Player). Does it just give you the player's character code or what o.O
I'd upload a map to b.net and test it there but too much work.
They could just put somewhere text what almost nobody pays attention to when installing the game etc, that they agree that custom maps can have anything what is not WWII related.
I heard you can use editor to bake a cake in 1.5.0 patch.
That's a lie, just like the cake.
On topic, nice screenies twelve OneTwo! I like the fact that they made tabs go across the entire window... I hate having to "scroll" left and right just to make a single validator...
I wonder, have they fixed the UI of the trigger editor, so that lower resolutions can actually see all buttons on top?
- Huge projects seem to load a little bit faster (390 seconds -> 310 seconds)
- Closing the editor when a huge project is opened is also faster
- Working with libraries is still painfull, there is still the "library" lag when working with gui :(
- When there is a script error and you have a huge amount of code it still takes a loooong time until its reported :(
All in all im kinda disappointed, cause specially the lib and error thing are annoying when working with the editor.
Its cool that they improved the load times a bit, though, but it doesnt really effect the "real" workflow.
At the moment the system doesn't really allow different game modes. If you get the via a vote or host, someone will leave because he doesnt like the setup that way. If you add them as different variant, the map will lose popularity because it splits into two choices in the gamelist with their own popularity.
Not only that, if you add like 3 options that can all be toggled on or off you have to create ~8 variants.
Imagine 10 options (far more than 100 variants), then try to find one single variant where the lobby is not empty.
And those "options" are just small changes, like "higher startresources", "all random" or "cheating ai".
On the password protection I agree, it's not needed :P.
- Huge projects seem to load a little bit faster (390 seconds -> 310 seconds)
- Closing the editor when a huge project is opened is also faster
- Working with libraries is still painfull, there is still the "library" lag when working with gui :(
- When there is a script error and you have a huge amount of code it still takes a loooong time until its reported :(
Even with all syntax highlighting disabled?
Well, as long as data loads faster, I am perfectly happy. G++ circumvents every interaction with the trigger editor anyway. They will have to make huge improvements to make me move back to plain galaxy.
Quote:
This worked for me the first couple of times. Afterwards is was just as slow as ever.
Yep, i tried that instantly after 1.4 was downloaded.
Problem is, the only option i found was turning off syntax highlighting in the "script test" window, however the code is still highlighted in the mapscript.galaxy file in the import manager and also in the window that shows trigger errors and takes minutes to pop up.
I dont know if that is the reason for the incredible slow library editor and error display, though.
I have expected much more from this, since it still takes over 5 minutes to load SCU in the editor (with quad core @3.6ghz, 6GB ram and SSD), so i have to go afk anyways and the workflow didnt improve. =/
Is anyone else having problems with pathing in 1.4? It seems to not save my footprint data when I save the map, allowing units to blink through and in trees, and walk up/down cliffs. Can't figure out why.
The handle thing seems iffy to me. The concept of banlists is pathetic. I hope that they retain the inability to kick players somehow.
But the good that comes from it outways the few that would use it for banlists. and they really cant blocking "losing the game" triggers.
we'll just have to see what happens with it I guess.
Banlists probably wont happen, because if they do, I'm sure Blizzard will be all over you for that. If they aren't against them, IMO it's fine - it would bring a bit more order to maps. Next big thing Blizzard needs to really nail down is the lobby/matchmaking system.
- Naming our games
- Password protecting them
- Search list on battle.net
- less strict rules for uploading maps (no religious material etc, tbh if the people who would be offended by this are playing it, well they're asking to be offended that's not our problem, the world doesn't revolve around them)
edit: I just tested the handle thing offline, doesn't give a string for player 1 (which I was assuming would be Local Player). Does it just give you the player's character code or what o.O
I'd upload a map to b.net and test it there but too much work.
I heard you can use editor to bake a cake in 1.5.0 patch.
They could just put somewhere text what almost nobody pays attention to when installing the game etc, that they agree that custom maps can have anything what is not WWII related.
Amazing :) See Blizzard Does not hate us..... too much.
is there already a thread about things not mentioned in the patchnotes?
they fixed a bug with morphing units healing back to 100%
That's a lie, just like the cake.
On topic, nice screenies
twelveOneTwo! I like the fact that they made tabs go across the entire window... I hate having to "scroll" left and right just to make a single validator...I wonder, have they fixed the UI of the trigger editor, so that lower resolutions can actually see all buttons on top?
did anyone else notice this? the data loads much faster too if you switch between different units in the data editor
Heaven :)
A few words on editor performance:
- Huge projects seem to load a little bit faster (390 seconds -> 310 seconds)
- Closing the editor when a huge project is opened is also faster
- Working with libraries is still painfull, there is still the "library" lag when working with gui :(
- When there is a script error and you have a huge amount of code it still takes a loooong time until its reported :(
All in all im kinda disappointed, cause specially the lib and error thing are annoying when working with the editor.
Its cool that they improved the load times a bit, though, but it doesnt really effect the "real" workflow.
FUCK YES.
Nothing else I can say :P.
I always found that stupid, private lobbies play that role now fine; even better, I would say.
This worked for me the first couple of times. Afterwards is was just as slow as ever.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Lonami:
At the moment the system doesn't really allow different game modes. If you get the via a vote or host, someone will leave because he doesnt like the setup that way. If you add them as different variant, the map will lose popularity because it splits into two choices in the gamelist with their own popularity.
Not only that, if you add like 3 options that can all be toggled on or off you have to create ~8 variants.
Imagine 10 options (far more than 100 variants), then try to find one single variant where the lobby is not empty.
And those "options" are just small changes, like "higher startresources", "all random" or "cheating ai".
On the password protection I agree, it's not needed :P.
EDIT:
nativelist, anyone, plox? :P
Even with all syntax highlighting disabled?
Well, as long as data loads faster, I am perfectly happy.
G++
circumvents every interaction with the trigger editor anyway. They will have to make huge improvements to make me move back to plain galaxy.Thats unfortunate :/
@Kueken531: Go
Yep, i tried that instantly after 1.4 was downloaded.
Problem is, the only option i found was turning off syntax highlighting in the "script test" window, however the code is still highlighted in the mapscript.galaxy file in the import manager and also in the window that shows trigger errors and takes minutes to pop up.
I dont know if that is the reason for the incredible slow library editor and error display, though.
I have expected much more from this, since it still takes over 5 minutes to load SCU in the editor (with quad core @3.6ghz, 6GB ram and SSD), so i have to go afk anyways and the workflow didnt improve. =/
Tell that to me, I got a COre i7 with 6Gb or RAM. t souldnt be this slow.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
"Increased maximum number of unit command card buttons per card from 32 to 64. "
They must love me, they finally fixed PLO crash and now this.
yay this makes me want to start mapping again not
Is anyone else having problems with pathing in 1.4? It seems to not save my footprint data when I save the map, allowing units to blink through and in trees, and walk up/down cliffs. Can't figure out why.