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    posted a message on The Map Pull

    @houndofbaskerville: Go

    An interesting idea. Not sure the time is good for me most weeks, but this weekend will probably be playing games in party at same time (11:00 AM Sat Australian time is Midnight UTC Friday).

    I sort of already do my own a little like this: http://youtube.com/user/TheMissingLing But i have had a couple of requests of people asking me to talk about the map development.

    Posted in: General Chat
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    posted a message on 12 player map, but only 2 can join, rest are dc/ed.
    Quote from Triflin: Go

    @ArcaneDurandel: Go

    Thank you for the quick response. I am happy to know that this issue is already being looked into.

    Seems that Blizzard have (mostly) fixed it now.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Recreating trigger with periodic effect.
    Quote from uroboros1987: Go

    Theres a Region, Trigger checks if units of team A its in region, checks if units of team B its in region, if theres only units of team A it adds points to progress bar, same with team B, but if theres units of both teams nothing happens. And i use 0.06 period becuz i want process to start immediately as unit gets in region and not like in second after it happened. Progress Bar has 200 maximum value "0 - team A, 100 - neutral, 200 - team B" so with 0.06 period it takes like 10 seconds to get from 0 to 200.

    btw if i make this periodic triggers are disabled from begining and enable them when units enters region? and then disable when units leave, it could make my map lag less?

    OK, so the first thing i would do is to remove ALL of the "Unit Group" processing from the 0.06 second trigger. Ie: remove the need to scan all the units to reset the unit related values.

    Do this by creating a different trigger which uses events "Unit Enters Region" and "Unit Leaves Region" to update the unit groups. then only process the triggering unit into (or out of) the relevant unit group.

    In the timer trigger then you just assume the unit groups are correct (dont re-process them) and do process the rest of your Logic (the If statements). You now have MOST of the logic occuring only on region enter/exit trigger, and far less processing occurring every 0.06 seconds trigger.

    Posted in: Triggers
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    posted a message on The Lobby Bug

    @TyaArcade: Go

    The [Probes vs Zealot 2] community is telling me that this game is now working again with full lobby's. ( ie; Blizzard seems to have done SOMETHING even if it has not fixed all maps )

    Posted in: General Chat
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    posted a message on The Lobby Bug
    Quote from KorvinGump: Go

    @Kloupz: Go

    I feels rage and injustice when streamer on twitch gets huge donations for several hours and it's "normal". But when developer spending hundreds(thousands) of hours on developing sc2maps and puts small label about donations players criticized him at reviews.

    We love you Korvin for all the great work you did on so many games.

    I'll also highlight that so far I'm up to about $15 from Google Ads on my YouTube channel - which has mostly KorvinGump games on it ... That's about $1 per month for the last 15 months ...

    Maybe i should record some more games .... http://youtube.com/user/TheMissingLing

    Posted in: General Chat
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    posted a message on Recreating trigger with periodic effect.
    Quote from uroboros1987: Go

    Ok i tested my map on bnet and i found out that is kinda laggy, so im trying to make it lagless, i started with periodic event triggers, but im kinda stuck, i dont understand how to do it without periodic event. maybe someone can help me?

    so ... to start with ... can you explain in plain english what the code is supposed to do? I sort of get it from looking at the code ... but want to make sure i understand.

    First obvious question ... why every 0.06 of a second? ( instead of like every second, or every 4 seconds? ) ( given you are basically just updating a progress bar ... ).

    Posted in: Triggers
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    posted a message on 12 player map, but only 2 can join, rest are dc/ed.
    Quote from Triflin: Go

    @ArcaneDurandel: Go

    Thank you for the quick response. I am happy to know that this issue is already being looked into.

    Track is here: http://us.battle.net/sc2/en/forum/topic/20508202919

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Solved] Adding text to custom tooltip
            Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
            Dialog - Create a label for dialog (Last created dialog) with the dimensions (200, 50) anchored to Center with an offset of (0, 0) with the text "This is a label in the Dialog" color set to Automatic text writeout set to False with a writeout duration of 2.0
            Dialog - Set (Last created dialog item) tooltip to "This is a really really useful tool..." for (All players)
            Dialog - Show (Last created dialog) for (All players)
    

    http://i.imgur.com/bArgsfc.png

    Posted in: Triggers
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    posted a message on Trouble with the SC2 editor Battle.net login dialog
    Quote from ThySpektre: Go

    After bring away from the editor for a while, I loaded it up and it will not allow me to login to battle.net. It says that Battle.net is down for maintenance. Any ideas?

    Umm.... after patching did did you allow the firewall rules? (windows will prompt you, but might depend on what firewall product you are using) ... you might have it integrated to virus scanner.

    Some other random thoughts / ideas ...

    Is a region showing it the dropdown box next to login button? If not try to select a region there ... ( if you happen to use CHINA locales this can be an issue).

    If you use English, did you update locales in editor ? Patch 3.0 removed EN(UK). You should be EN(US) if you are english speaker. File->Preferences->General ... Locale item.

    You might want to check File->Preferences->Battle.net ... and set "check for update when editor starts" if you have not used for a while.

    Are you on a Mac? The editor on Mac is still pretty screwy after Patch 3.0 as far as i know.

    Posted in: General Chat
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    posted a message on The Lobby Bug
    Quote from Rohime: Go

    @TyaArcade: Go

    Same. VoiD Campaign and War3 in the one that is not working. No VoiD and No War3 in the one that works.

    DAMN! I was feeling hopeful. Got it to load with 10 players with VoiD dependency removed. (old version of map).

    BUT, Frack - it still craps out on load with 14 players.

    So ... removing VoiD dependency is NOT a reliable bypass.

    Posted in: General Chat
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    posted a message on The Lobby Bug
    Quote from Forge_User_41939708: Go

    Guys, could the fact, that you can circumvent this lobby bug, by joining a replay (one from the time before the recent patch) with 12 players, and play the map, without kicks, be a hint in the right direction? Or give some clues at least?

    The fact that the map itself loads and is playable through this "replay techinque", with the usual player size (over 8), indicates that the problem is maybe not within the maps itself, but rather at a different moment during the starting up process, no?

    This is certainly true. Its the Initialisation Process that craps out. If you get as far as see a single second of loading screen then the map will work (got past the initialisation bug). This is why changing map code itself won't fix, only the configuration components that affect the map initiation process (hence the focus on Game Attributes and Game Variants and Included dependencies ... all of which are setup during initialisation.)

    Posted in: General Chat
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    posted a message on The Lobby Bug
    Quote from TyaArcade: Go

    @Rohime: Go All my maps that share campaign and war3 art asset dependencies are broken. Every other map is fine.

    Same. VoiD Campaign and War3 in the one that is not working. No VoiD and No War3 in the one that works.

    Posted in: General Chat
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    posted a message on The Lobby Bug

    @Rohime: Go

    Mapsters .... feel free to add to this request: http://us.battle.net/sc2/en/forum/topic/20508202919?page=5#81

    Posted in: General Chat
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    posted a message on The Lobby Bug
    Quote from TyaArcade: Go

    @Rohime: Go

    Does PvZ2 or White TD use the void dependencies? Either multi or campaign?

    My other suspicion is that the void campaign dependency is causing the issue. I have 3v3 maps with it that are broken, and 3v3 maps using void multi that work fine.

    Ok so ....

    [White TD] does not use VoiD Dependency. [Probes vs Zealot 2] does use VoiD ...

    I have now tested with the removal of all Game Attributes.

    At first test I thought this worked to bypass problem (because map loaded with 8 players).

    HOWEVER i am SAD to report that additional testing for 9+ players showed that problem still occurs with 9+ players, so that removal alone does not help.

    I still have a version without VoiD dependency that I can reload to test ... let me take a look at that...

    -----------

    I also noticed for the first time that Archon Mode is now supported for player types in Arcade Maps in editor...

    14/2 = 7; i'm thinking the defect will be related to the Archon Mode implementation ...

    When did Archon mode get added ? 3.0 and I missed it, or was it 3.1 or is it actually most recent 3.1.2 ?

    Posted in: General Chat
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    posted a message on The Lobby Bug

    @houndofbaskerville: Go

    I've been playing around with Game Variants and Lobby size and shape today.

    For [Probes vs Zealot 2] reducing lobby size to 7 allows it to be reliably played with that many players. Any larger number it kicks players on loading. Simplifying and reset default game variants appears to make no difference.

    I've not yet tested anything for Game Attributes. Will have a look at that in the next 48 hours or so given the observations above.

    [White TD] which i also publish has no Game Attributes and works fine with 11 Players (it's normal max lobby).

    Posted in: General Chat
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