Can't help smiling when I see the "undocumented changes" thread stickied in the BUGS forum though.
I think they managed to break things with every single patch so far...
The size limit for synchronized .sc2banks on Battle.net is now around 4000 (4192?) bytes, it was way higher during phase 1).
Found it the hard way, any savefile bigger than that will make the whole lobby crash.
I have tried for weeks now to find a beta key for a close IRL friend of mine who was Blizz-fanboy enough to pre-order the game months and months ago before the beta even came out, it's worth a shot I guess :D
But I already have my own beta key and he isn't really a mapmaker or anything, he's not on Mapster or even aware of this thread, so just treat him as a "zero posts" random guy.
Nice initiative though, most people would probably have tried to sell them instead ;)
That's something. Can't really picture a situation where I would need to dinamically create triggers though, what were you doing exactly? I'm pretty sure there's another easy way to achieve that in the GUI ^^
I don't really care about code "condensation" or the number of lines itself, just sayin' :)
Writing pure Galaxy is generally slower, but that's really not my point. I spend most of the time planning features, not writing them, and I've always programmed like that in the past so raw code doesn't really scare me. Still, this time the GUI is extremely comfortable for a number of reasons, notably for handling variables and having a VERY clear picture of what you are looking at, while it doesn't really miss any important Galaxy feature.
Don't know what you mean with "some functions you can only use as an action" since actions ARE void functions with a different name. They compile like that. Also, everyone keeps spitting these "things that the editor doesn't allow", and I'm wondering, because I have yet to find something that couldn't be done there. Feel free to correct me, this is not my GUI crusade or anything, I'm just curious :)
... import my file? Read again, I'm only using the GUI :)
I'm just saying my raw code is huge when I look at it, and writing it the "cool" way would have taken a lifetime.
People tend to consider the GUI as a dirty/nooby way to create maps for some reason. Wrong.
It's an excellent, fast tool.
Plus I doubt that they want us to STRICTLY USE THE GUI. I think its more of a tool that lets the people who don't know how to properly code work on maps as well.
Not really. I don't know about you guys, but my .galaxy export is 7902 lines long already.
Writing pure code isn't a problem for me, but I find the GUI (even with bugs) to be a VERY efficient tool.
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Can't help smiling when I see the "undocumented changes" thread stickied in the BUGS forum though.
I think they managed to break things with every single patch so far...
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The size limit for synchronized .sc2banks on Battle.net is now around 4000 (4192?) bytes, it was way higher during phase 1).
Found it the hard way, any savefile bigger than that will make the whole lobby crash.
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Has anyone tried publishing with the Polish client?
I think the game variant was "custom" translated in polish.
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How I was wrong when I said they couldn't disappoint me more.
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Wow that was quick, thanks!
IM'd the key to my friend, I'm sure he'll love you.
@NuclearNuke: not sure where he preordered, but it was very long ago (probably January) and beta keys weren't even out yet ;)
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I have tried for weeks now to find a beta key for a close IRL friend of mine who was Blizz-fanboy enough to pre-order the game months and months ago before the beta even came out, it's worth a shot I guess :D
But I already have my own beta key and he isn't really a mapmaker or anything, he's not on Mapster or even aware of this thread, so just treat him as a "zero posts" random guy.
Nice initiative though, most people would probably have tried to sell them instead ;)
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I can confirm that key in my registry is already set to eu-beta.logon.battle.net
@progammer: Chesscraft v0.1 by kat as description
version reported in the loading screen is 1.8 by Progammer
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Are you on NA or EU? :)
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Yes to all your questions.
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on EU?
There's only one custom map listed at the moment.
The author was probably lucky enough with the timing.
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Still down.
Honestly, this is quite frustrating.
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That's something. Can't really picture a situation where I would need to dinamically create triggers though, what were you doing exactly? I'm pretty sure there's another easy way to achieve that in the GUI ^^
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I don't really care about code "condensation" or the number of lines itself, just sayin' :)
Writing pure Galaxy is generally slower, but that's really not my point. I spend most of the time planning features, not writing them, and I've always programmed like that in the past so raw code doesn't really scare me. Still, this time the GUI is extremely comfortable for a number of reasons, notably for handling variables and having a VERY clear picture of what you are looking at, while it doesn't really miss any important Galaxy feature.
Don't know what you mean with "some functions you can only use as an action" since actions ARE void functions with a different name. They compile like that. Also, everyone keeps spitting these "things that the editor doesn't allow", and I'm wondering, because I have yet to find something that couldn't be done there. Feel free to correct me, this is not my GUI crusade or anything, I'm just curious :)
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... import my file? Read again, I'm only using the GUI :)
I'm just saying my raw code is huge when I look at it, and writing it the "cool" way would have taken a lifetime.
People tend to consider the GUI as a dirty/nooby way to create maps for some reason. Wrong.
It's an excellent, fast tool.
0
Not really. I don't know about you guys, but my .galaxy export is 7902 lines long already.
Writing pure code isn't a problem for me, but I find the GUI (even with bugs) to be a VERY efficient tool.