So after playing a game or two on SEA ... Open Lobbies ... why the fuck wasn't this implemented 2 years ago? Do you have any fucken idea how much this changes the Sc2 scene!? It is fun now ... it is fucken fun ... I want to play Starcraft II because of the open lobbies ... my fucken god ... better late than never.
Basically I loaded up Tofu and it was destroyed (ie - failing to load anything) ... it gave me this error -
00:00:00.00 Scri: Script load failed: Error parsing function line, possibly invalid variable name/function call or missing } at end of function.
However, it did not give me a line number to check the script file so I got pissed off.
I disabled my entire Init script and tested it - it ran without problems.
Because my engine is modular, I enabled things one at a time to see if it worked ... got about half way and thought stuff this, I will just re-enable everything and give it a shot.
It worked, and fixed itself.
If you get the same error disable everything in your Init script, save it, re-enable, and it should be fixed.
Tofu is going strong, unaffected by 1.5 (apart from this hiccup), and I even made the Arcade icon last night, and I am making the how to play images now - so that should give you guys some idea where we are at :D
There is a plethora reasons why re-enabling these functions works. Only Blizz programmers know what's the real reason. My bet is on change of the script memory size, which also changed the addressing, so re-enabling these functions made new addresses for the functions. Or something like that. Like every other problem when something basic is not working, restarting is the solution. ;D
I have similar thanks to give to patch 1.5, so much in fact that a list is in order:
1. Every unit I have ever made for my map now creates error messages for its DEFAULT abilities, you know move, attack, etc.......
2. My camera is now screwed up, as leaving camera settings to do a certain thing just wasn't doing it for them apparently.
3. Abilities are mysteriously not working as intended. The effect chains have somehow been broken it would seem, causing fireballs to hit their target then keep traveling, half the time.... Or hit their target multiple times, then keep traveling. I am sure more fun breakdowns are to come.
Interesting, I just tried running my base map that uses the mod, and everything is working perfectly, save some graphics differences/game speed settings. However every issue in all hell shows up if you run it as a test document. So seems my project is unaffected, if run the right way.... You are still probably screwed dogmai, sorry.
Anyone know what might be causing this? I'm literally running the same document, getting 2 completely different sets of results.
I have found one problem, the new "Warp In" hotkey disables all other hotkeys with "W" - at least for Tofu ... I will have to get Dryeyece to look into it.
If you made abilities using the W key, you might want to check this ... all other hotkeys appear fine.
wtf... +9 hours and -9 hours timezones get the patch, but the big server between those 2 doesn't? I wanna update sc2 already >.>
btw, can anyone check whether it's still possible to change editor locale? I set mine to US on the Arcade so that Zelda and I didn't have to localize our maps everytime we "changed shifts".
@DogmaiSEA: Go
You are still probably screwed dogmai, sorry.
You got in before the edit - it fixed itself ... apart from all Hotkeys with W being disabled now due to Warp In which overrules everything - it is going fine, it looks and plays like it did before, you wouldn't be able to tell the difference and I get a brand new debugger. We can be lucky sometimes ...
I work in EN-GB and Dryeyece works in EN-US and we have never had a problem having to localize anything. So I am not sure what is happening there.
Speaking of you ... I played your map ... I searched for "dark" and your map came up (on the beta) and I played it before I realised it was yours ... your little icon got my attention - gratz :)
OMG OMG OMG OMG ... there is now a little flash when abilities finish their cooldown ... thank god for the designer who did that ... I want to kiss them ... we are getting a lot more polish in Starcraft II now and a lot better design decisions are being made. <3 Thankyou guardian blizz developer who added that.
But - I have noticed one thing, the powerup spawners that Dryeyce has made are stuffing up (they are made in Data not triggers) ... Poor Dryeyece ... I got off lucky in comparision ... I have noticed about 4-5 errors that show up in the MSG log relating to Actors ... I am sure he will have it fixed in seconds.
EDIT>
Also there is a temperature gauge under the FPS when you press Ctrl+Alt+F. That is an awesome little addition ... Does anyone know if we can get local time or server time yet?
Oh, we can localize our maps just fine, it's just an annoying step that was eliminated in the arcade beta because the editor was able to change it's own locales (So while I'm actually in the EU, I was able to switch the Locale of the editor to enUS so that all the text changes I made got saved to the enUS locale instead of enGB). I'm wondering whether that drop-down still exists in the live version of the editor, it should be in preferences somewhere.
And thanks :) The map was probably terrible, lol... Have so much to fix, and I almost never work on it. First thing I ever made in the editor. I made the icon pretty quickly in PS, lol...
EDIT: Don't think there's any local/server time functions yet. (I used "time" to search trigger actions for some in-game time of day stuff (Day/night cycle) a week ago, nothing regarding server/local time was on the list)
Have you tried enabling the new debugger-autobreakpoint feature? Its very good for tracking the exact location of script errors, Because it breaks the script and allows you to view all the stack information, and even the parameters being passed. Only problem is that when it's running in the background, it can make the map lag very badly.
Fuuuuuuuuuuuuuuu taintedwisp.
Also > My "Open games" wasn't showing anything ... it took me a while to see that it had defaulted to "Puzzle" instead of "All Genres" ...
So after playing a game or two on SEA ... Open Lobbies ... why the fuck wasn't this implemented 2 years ago? Do you have any fucken idea how much this changes the Sc2 scene!? It is fun now ... it is fucken fun ... I want to play Starcraft II because of the open lobbies ... my fucken god ... better late than never.
So I am rewriting this post ...
Basically I loaded up Tofu and it was destroyed (ie - failing to load anything) ... it gave me this error -
00:00:00.00 Scri: Script load failed: Error parsing function line, possibly invalid variable name/function call or missing } at end of function.
However, it did not give me a line number to check the script file so I got pissed off.
I disabled my entire Init script and tested it - it ran without problems.
Because my engine is modular, I enabled things one at a time to see if it worked ... got about half way and thought stuff this, I will just re-enable everything and give it a shot.
It worked, and fixed itself.
If you get the same error disable everything in your Init script, save it, re-enable, and it should be fixed.
Tofu is going strong, unaffected by 1.5 (apart from this hiccup), and I even made the Arcade icon last night, and I am making the how to play images now - so that should give you guys some idea where we are at :D
There is a plethora reasons why re-enabling these functions works. Only Blizz programmers know what's the real reason. My bet is on change of the script memory size, which also changed the addressing, so re-enabling these functions made new addresses for the functions. Or something like that. Like every other problem when something basic is not working, restarting is the solution. ;D
The patch is not yet allied to the EU servers?
Unfortunetly not. D:
@DogmaiSEA: Go
I have similar thanks to give to patch 1.5, so much in fact that a list is in order:
1. Every unit I have ever made for my map now creates error messages for its DEFAULT abilities, you know move, attack, etc.......
2. My camera is now screwed up, as leaving camera settings to do a certain thing just wasn't doing it for them apparently.
3. Abilities are mysteriously not working as intended. The effect chains have somehow been broken it would seem, causing fireballs to hit their target then keep traveling, half the time.... Or hit their target multiple times, then keep traveling. I am sure more fun breakdowns are to come.
Interesting, I just tried running my base map that uses the mod, and everything is working perfectly, save some graphics differences/game speed settings. However every issue in all hell shows up if you run it as a test document. So seems my project is unaffected, if run the right way.... You are still probably screwed dogmai, sorry.
Anyone know what might be causing this? I'm literally running the same document, getting 2 completely different sets of results.
I have found one problem, the new "Warp In" hotkey disables all other hotkeys with "W" - at least for Tofu ... I will have to get Dryeyece to look into it.
If you made abilities using the W key, you might want to check this ... all other hotkeys appear fine.
@Exaken: Go
wtf... +9 hours and -9 hours timezones get the patch, but the big server between those 2 doesn't? I wanna update sc2 already >.>
btw, can anyone check whether it's still possible to change editor locale? I set mine to US on the Arcade so that Zelda and I didn't have to localize our maps everytime we "changed shifts".
You got in before the edit - it fixed itself ... apart from all Hotkeys with W being disabled now due to Warp In which overrules everything - it is going fine, it looks and plays like it did before, you wouldn't be able to tell the difference and I get a brand new debugger. We can be lucky sometimes ...
@TheAlmaity: Go
I work in EN-GB and Dryeyece works in EN-US and we have never had a problem having to localize anything. So I am not sure what is happening there.
Speaking of you ... I played your map ... I searched for "dark" and your map came up (on the beta) and I played it before I realised it was yours ... your little icon got my attention - gratz :)
3:00-11:00 Cest when 1.5 will be applied to the EU server.
OMG OMG OMG OMG ... there is now a little flash when abilities finish their cooldown ... thank god for the designer who did that ... I want to kiss them ... we are getting a lot more polish in Starcraft II now and a lot better design decisions are being made. <3 Thankyou guardian blizz developer who added that.
But - I have noticed one thing, the powerup spawners that Dryeyce has made are stuffing up (they are made in Data not triggers) ... Poor Dryeyece ... I got off lucky in comparision ... I have noticed about 4-5 errors that show up in the MSG log relating to Actors ... I am sure he will have it fixed in seconds.
EDIT>
Also there is a temperature gauge under the FPS when you press Ctrl+Alt+F. That is an awesome little addition ... Does anyone know if we can get local time or server time yet?
@DogmaiSEA: Go
Oh, we can localize our maps just fine, it's just an annoying step that was eliminated in the arcade beta because the editor was able to change it's own locales (So while I'm actually in the EU, I was able to switch the Locale of the editor to enUS so that all the text changes I made got saved to the enUS locale instead of enGB). I'm wondering whether that drop-down still exists in the live version of the editor, it should be in preferences somewhere.
And thanks :) The map was probably terrible, lol... Have so much to fix, and I almost never work on it. First thing I ever made in the editor. I made the icon pretty quickly in PS, lol...
EDIT: Don't think there's any local/server time functions yet. (I used "time" to search trigger actions for some in-game time of day stuff (Day/night cycle) a week ago, nothing regarding server/local time was on the list)
@DogmaiSEA: Go
Have you tried enabling the new debugger-autobreakpoint feature? Its very good for tracking the exact location of script errors, Because it breaks the script and allows you to view all the stack information, and even the parameters being passed. Only problem is that when it's running in the background, it can make the map lag very badly.
@Hookah604: Go
Like today?
What? We have to wait until tomorrow! :/
Fk. Splendid. Let's all buy HotS one day later. We'll see how easy going are their stock holders.
@TheAlmaity: Go
Hey, there are new chat commands :D
ALSO
Frames in the standard UI can now be hooked up as Trigger Dialogs.
:(
@IliIilI: Go
You know the reason right? Its because you have to cater to those damn frenchys.