so multiregion publishing is interesting... good and bad.
hard to test it right now given not all servers are updated.
unfortunately you have to publish to each server individually still (takes awhile on my internet). but thats expected.
but it seems like you only get to provide one login? i have a login for the china realm which i use but i dont think i'll be able to publish through it so easily.
im not sure how it'll work with filenames/versions/etc. i guess im gonna have to wipe everything off every realm and start again to make it all sync'd up?
@maverck: Go I was thinking about that too. My mod is pre-global Bnet so it has different names and versions for NA and EU. I guess I wont benefit from this new feature unless I delete both and start it again, which isn't an option for me.
@maverck: Go I was thinking about that too. My mod is pre-global Bnet so it has different names and versions for NA and EU. I guess I wont benefit from this new feature unless I delete both and start it again, which isn't an option for me.
Same problem. :S My favored filenames are blocked by a friend's account on Americas because I gave him the map in 2011. =/ Support wasn't able to clear it in February this year... Using another name will clear reviews/bookmarks/ratings.
A list of random changes I noticed, in no particular order. Excluding changes mentioned already in this thread.
Hero attributes are now center-justified. Was left.
Train abilities can be set to auto-cast
Units can have energy shields (as in the same as regular shields, but using energy), including energy armor
Trigger editor is laggier than before
Data editor is MUCH faster than before, especially when loading models
In-game models also load basically instantly. Apparently no need to pre-load models anymore.
I've not noticed a single "lost" model graphic (sometimes the first time a model is used, it'll just not be displayed)
There is now an inbuilt "dawn and dusk" cycle. Not sure how it works. Affects unit sight radius.
Sight radius is now clamped at 15 without behaviours (was 32)
You can now lock tabs in the data editor, preventing them from being moved
The basics for a new mechanic called "taunt" appear.
You can now alter the colours of the placement grid cells
"Create Unit" effect can now use Rally commands
"Damage" effects have some new WC3 style entries, including damage variances and something called "recycle"
Nearly every effect now has a "Damage Modifier Source" field. No clue what this is.
Modify Unit effects can now transfer auto-cast settings
A list of random changes I noticed, in no particular order. Excluding changes mentioned already in this thread.
Hero attributes are now center-justified. Was left.
Train abilities can be set to auto-cast
Units can have energy shields (as in the same as regular shields, but using energy), including energy armor
Trigger editor is laggier than before
Data editor is MUCH faster than before, especially when loading models
In-game models also load basically instantly. Apparently no need to pre-load models anymore.
I've not noticed a single "lost" model graphic (sometimes the first time a model is used, it'll just not be displayed)
There is now an inbuilt "dawn and dusk" cycle. Not sure how it works. Affects unit sight radius.
Sight radius is now clamped at 15 without behaviours (was 32)
You can now lock tabs in the data editor, preventing them from being moved
The basics for a new mechanic called "taunt" appear.
You can now alter the colours of the placement grid cells
"Create Unit" effect can now use Rally commands
"Damage" effects have some new WC3 style entries, including damage variances and something called "recycle"
Nearly every effect now has a "Damage Modifier Source" field. No clue what this is.
Modify Unit effects can now transfer auto-cast settings
Well. most of the things you listed here were actually added long time ago, or long long time ago...expect the Damage Modifier Source, the energy shield and the grid color.
And the taunt, day/night cycle, randomize damages were there at the first day of 2010 wol beta.
Rally in create unit and autocast state in modify unit were added in 2.0, lock tab is in 1.5.x
Well. most of the things you listed here were actually added long time ago, or long long time ago...expect the Damage Modifier Source, the energy shield and the grid color.
And the taunt, day/night cycle, randomize damages were there at the first day of 2010 wol beta.
Rally in create unit and autocast state in modify unit were added in 2.0, lock tab is in 1.5.x
I said changed, not new. You may or may not be right about the rally, taunt, autocast, rand damage and tab locking. Wrong about the rest.
The fact is the units which have 'UseLineOfSight' flag would always have a 15 limitation, while other units are 32.
Now we just got a error message to tell us the game reduced the sight. But before they added this error message, the game function on this is just the same.
Just wait until you have 2.10 and see the changes for yourself. The ones you're arguing with me about are all direct errors that I had to change from 2.09 maps. Either the mechanics have changed, or the error reporting has changed. I can give you a screenshot if you want.
Hmm If you have carefully looked through the whole thread, you can tell that I updated to patch 2.0.10 two days ago.
I had suggested you to have a test before you post. But it seems you didn't.
I can image what your screenshoot would like, an error message says:
'Invalid sight for unit 'Marine'. Sight = 32, Bonus from Dawn = 0. Total is 32 but will get clamped to 15.'
They added this error message in 2.0.10 doesn't mean the game doesn't work in this way in previous build. Dawn and Dusk bonus aren't new, neither the '15' clamp. And you can uncheck the 'UseLineOfSight' flag to increase it to 32.
Fortunately, I still have a 1.5 beta build, a 2.0 beta build, and a 2.0.9 build.(Also a 2.0.10 build). So I can test and verify it.
Also, @Renee i did some tests yesterday regarding actor phasing and was not able to get any results. I used the player filter actor messages but they didnt seem to do anything. Would be interrested to know if phasing really works natively now, especially for replays (Since the old method failed there).
Hmmm. I still needs to do more tests on it.
Currently, it seems the player filter only works for certain actor types. Not 100% sure about it at this point.
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so multiregion publishing is interesting... good and bad.
hard to test it right now given not all servers are updated.
unfortunately you have to publish to each server individually still (takes awhile on my internet). but thats expected.
but it seems like you only get to provide one login? i have a login for the china realm which i use but i dont think i'll be able to publish through it so easily.
im not sure how it'll work with filenames/versions/etc. i guess im gonna have to wipe everything off every realm and start again to make it all sync'd up?
tis abit tricky.
@maverck: Go I was thinking about that too. My mod is pre-global Bnet so it has different names and versions for NA and EU. I guess I wont benefit from this new feature unless I delete both and start it again, which isn't an option for me.
miawwwww
Patch is delayed, i want to see what new bugs are appeared in my map, lol.
http://www.youtube.com/user/RussianMapster
So it seems the finnal build number is 26585. Instead of 26490.
Same problem. :S My favored filenames are blocked by a friend's account on Americas because I gave him the map in 2011. =/ Support wasn't able to clear it in February this year... Using another name will clear reviews/bookmarks/ratings.
Seems pretty live to me.
It's delayed in every other region.
Also, if you patch on SEA, your installation is stuck to SEA for the moment.
A list of random changes I noticed, in no particular order. Excluding changes mentioned already in this thread.
Hero attributes are now center-justified. Was left.
Train abilities can be set to auto-cast
Units can have energy shields (as in the same as regular shields, but using energy), including energy armor
Trigger editor is laggier than before
Data editor is MUCH faster than before, especially when loading models
In-game models also load basically instantly. Apparently no need to pre-load models anymore.
I've not noticed a single "lost" model graphic (sometimes the first time a model is used, it'll just not be displayed)
There is now an inbuilt "dawn and dusk" cycle. Not sure how it works. Affects unit sight radius.
Sight radius is now clamped at 15 without behaviours (was 32)
You can now lock tabs in the data editor, preventing them from being moved
The basics for a new mechanic called "taunt" appear.
You can now alter the colours of the placement grid cells
"Create Unit" effect can now use Rally commands
"Damage" effects have some new WC3 style entries, including damage variances and something called "recycle"
Nearly every effect now has a "Damage Modifier Source" field. No clue what this is.
Modify Unit effects can now transfer auto-cast settings
The interfaces provided by Blizzard are missing the enGB locale causing enGB users to see the text IDs instead.
How is that? That sounds to me that might be very useful for me.
Data -> Game UI Data -> Search "placement"
Well. most of the things you listed here were actually added long time ago, or long long time ago...expect the Damage Modifier Source, the energy shield and the grid color.
And the taunt, day/night cycle, randomize damages were there at the first day of 2010 wol beta.
Rally in create unit and autocast state in modify unit were added in 2.0, lock tab is in 1.5.x
And the sight clamp is alway 32.
It would be 15 if you checked the UseLineOfSight flag, because Line Sight needs more calculations.
Thx
What is placement warning color?
I said changed, not new. You may or may not be right about the rally, taunt, autocast, rand damage and tab locking. Wrong about the rest.
Hmmm, you said the rest. What are they? So let look at the dawn/dusk cycle
Only need look at the old sc2mapster wiki(which is quite old). You can already see many trigger things about the 'time of day' control
http://www.sc2mapster.com/wiki/galaxy/triggers/category-environment/
And in the 'Unit' page, you can see a 'Stats - Sight Bonus' field, which control the the sight of the unit on dawn and on dusk.
http://www.sc2mapster.com/wiki/galaxy/data/units/
And about sight clamp... Why not just have a test before saying I'm wrong?
Just uncheck the unit's 'UseLineOfSight' flag, and you can have a 32 sight unit without behaviors
Unchecked
http://www.sc2mapster.com/media/attachments/41/726/Screenshot2013-07-31_23_07_41.jpg
Checked
http://www.sc2mapster.com/media/attachments/41/727/Screenshot2013-07-31_23_07_01.jpg
The fact is the units which have 'UseLineOfSight' flag would always have a 15 limitation, while other units are 32.
Now we just got a error message to tell us the game reduced the sight. But before they added this error message, the game function on this is just the same.
Just wait until you have 2.10 and see the changes for yourself. The ones you're arguing with me about are all direct errors that I had to change from 2.09 maps. Either the mechanics have changed, or the error reporting has changed. I can give you a screenshot if you want.
Hmm If you have carefully looked through the whole thread, you can tell that I updated to patch 2.0.10 two days ago.
I had suggested you to have a test before you post. But it seems you didn't.
I can image what your screenshoot would like, an error message says:
'Invalid sight for unit 'Marine'. Sight = 32, Bonus from Dawn = 0. Total is 32 but will get clamped to 15.'
They added this error message in 2.0.10 doesn't mean the game doesn't work in this way in previous build. Dawn and Dusk bonus aren't new, neither the '15' clamp. And you can uncheck the 'UseLineOfSight' flag to increase it to 32.
Fortunately, I still have a 1.5 beta build, a 2.0 beta build, and a 2.0.9 build.(Also a 2.0.10 build). So I can test and verify it.
Hmmm. I still needs to do more tests on it.
Currently, it seems the player filter only works for certain actor types. Not 100% sure about it at this point.