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    posted a message on Triggers don't run when on B.Net

    All triggers execute 100% correctly when testing on my local box. Once I upload the map + mod to B.Net absolutely nothing runs at all, not even the Melee Initialization trigger. Anyone had any experience with this? As mentioned the test consists of both a Mod containing my trigger library as well as a simple map that has a handful of action calls.

    Posted in: Triggers
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    posted a message on Retrieving UI Dimensions?

    @Molsterr: Go

    Not exactly. While the dimensions of the UI do scale as resoution changes they are not the same value. All 16:9 aspect ratios will share the same UI dimensions though they may run at various resoutions. I am working on a mechanic that relies on knowing the position of the cursor relative to the center of the Screen. This particular mechanic does not function correctly when making use of the relative cursor/camera world positions due to panning/latency issues. What I require is a static point of reference, in this case, the center of the UI.

    Posted in: Triggers
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    posted a message on Retrieving UI Dimensions?

    The question is simple enough, how do I retrieve the dimensions of a particular player's UI? A direct method would be preferred (a property stored somewhere) though more creative solutions will be entertained so long as they are reliable in their results.

    Thanks in advance.

    Posted in: Triggers
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    posted a message on [Video] LING LING ROCKET! Gameplay!

    @Bounty_98: Go

    Bizarre. Been working on my own version of a Chu Chu Rocket idea for a while now myself. O.o

    Looks fun.

    Posted in: Project Workplace
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    posted a message on SotIS Unlocked

    @Sixen: Go

    If eckol doesn't have a problem with his map being unlocked that's a different story. Unfortunately you only mentioned that about 15 posts into this thread. We should always be under the assumption that an author would like his locked map to remain that way.

    As for the current points...

    Maps ARE locked. Why do you keep saying there is no map locking. Just because the system is not immune to unlocking does not mean it does not exsist. The lock function is OBIVOUSLY present with the intent of hiding content from prying eyes and, just because it is not 100% full proof, does not legitimise bypassing it. Would you argue that cracked software has no copy protection simply because is is capable of being cracked?

    I'm not going to get into the rest of it because it has already been argued back and forth a number of times. However RileyStarcraft put is perfectly, there are two sides to this and it comes down to which you support. The authors who lock their maps to keep their work hidden, or the people who unlock them without authorisation to use their work. It's apparent from this thread which side the people running this community fall on. Pity, can't say I feel much like contributing to such a group.

    Posted in: General Chat
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    posted a message on SotIS Unlocked
    Quote from Sixen: Go

    There's really no reason to go through the whole, "open source vs closed source" debate. This went on years ago during SC1 and it's silly. If you don't want people to see your map, then you shouldn't release your map to the public. Once you release your map to the public, anyone can access it. It's really that simple.

    With that in mind, someone find a real way to lock maps. This is the current situation we are in. Maps that are locked, are clearly not obviously locked and there's not much that can be done about it at this point.

    I would have never learned to make program, years ago, if I didn't open up some source code of another app and see how they did certain things. If someone wants to steal a map, there's nothing stopping them. That is not what I am talking about though. The point here is to learn from others.

    This is rediculous... It's not about open source vs closed source. The person who made this map does not want people to see how he put it together and that should be respected amongst this community. Just because someone can use a few hacky techniques to unlock a map doesn't mean that anyone releasing a map to the public must accept that they no longer have a right to deny access to their work.

    Just because Blizzard's current method of locking is inadequate shouldn't give this forum the right to open up other peoples work. As I said before, I have nothing against sharing work in order to benefit the community. If someone wants to keep a lid on a certain technique they are using inside their map we shouldn't be pasting it all over the forum.

    Sure, there is nothing we can do about locked maps but that is no reason to encourage it by allowing this thread to sit on the forum. What would you do if the creator came on here and requested that he wants this post removed? Would you say no? The creator has already told us that he does not want his work to be public by locking his map.

    Posted in: General Chat
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    posted a message on [File] NWW - Dictionary

    @RodrigoAlves: Go

    This stuff was in there and you were upset/surprised your map got banned? o.o

    Posted in: General Chat
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    posted a message on SotIS Unlocked

    @PeasantOpenSource: Go

    I don't think this is appriopriate at all and it in no way a matter of opinion. The creator of this map obviously does not desire it to be viewed or it would not be locked in the first place. As much as I like the idea of sharing material to help educate other mappers there are undoubtedly little secrets certain mappers are going to want to keep to themselves and, here of all places, that choice should be respected. I would be very upset if someone came on this forum and released an unlocked version of a map I had been working on and I'm surprised this is being allowed, nevermind encouraged.

    Posted in: General Chat
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    posted a message on Hi, I'm Korean and information steel map

    Ah, Kairess, I understand. Thank you. Basically he is just saying someone appears to have taken a map off Mapsters database and is publishing and advertising it as his own work. He just wanted to bring it to this forums attention, incase it is actually stolen from one of the users here.

    Posted in: General Chat
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    posted a message on Hi, I'm Korean and information steel map

    @progammer: Go

    I think he means it the other way around. Someone took a Korean's map and published it as his own in Mapsters database.

    Posted in: General Chat
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    posted a message on Wait for condition make my local triggers bug ?

    @Yaos01: Go

    Looks to me like there must be some external function interfering with those values between the time you are waiting and the time you are running Achievement Notice. I think a better solution to your issue would be to make sure that those values are not changed, either by storing them in another temporary variable while waiting or ensuring that whatever functions are using them do not access them untill they are done being worked with.

    Your current fix may be working at the moment but, because of the multi-threaded nature of triggers, you might stumble upon instances where your CurrentNumber and Achievement Number are still being altered between the moment you set them and the moment you run Achievement Notice.

    Posted in: Triggers
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    posted a message on Notice: "Map of the week" system

    While it's a nice idea, I'm not certain that SC2Mapster recieves enough front page hits for it to make an impact? This page is a great resource for modders/mappers interested in learning and sharing information about the editor, but does it really fill the roll of being a portal for the general player looking to play custom maps?

    Posted in: Project Workplace
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    posted a message on [Tutorial] Lagless WASD System using Data Editor

    @BumpInTheNight: Go

    Very good video. As expected I see no benefit with regards to response times from the data driven movement.

    Posted in: Tutorials
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    posted a message on Tips for increasing 'Massing maps' performance?

    @ST4RKiLL3R: Go

    Your FPS issue does not stem from any trigger issues. FPS is all about poly count and pixel shaders and will not be effected by even the most taxing of triggers. Fact is, when your map is being hosted online, your map and all it's triggers are being run by one of Blizzard's servers. The only area a trigger can effect performance is with regards to networking, and you would need a massive number of triggers sending huge amounts of information every frame to create a real issue.

    With regards to improving your map performance? You need to lower the amount of information being processed by the GFX cards of your players. That means lowering poly count via less detailed models, using fewer units, or reducing the number of shader instructions by culling out uneccessary fancy effects. The rest is up to your player. If his machine is getting a reduced fps on your map he must lower his detail settings so that his computer can handle the larger battles.

    PS. The performance drop you see with and without this trigger is likely from the fact that you are testing it on your own PC. My advice is to upload a version of each map to the Blizzard servers are see if there is any difference there. I notice rather large performance gains testing my map online over testing it locally. Also, if you are testing your map with the Trigger Debug window you will get a huge performance loss the longer the map runs.

    Posted in: Triggers
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    posted a message on [Request] Horizontal Plane model

    Hello wonderful artists. I am wondering is someone would do me the favour of exporting a flat horizontal plane for use inside SC2. Ideally the plane would have the same dimensions as one of the sides of the Cube shape unit from the editor. I assume the easist thing to do would be to import that cube, remove the uneccesary sides and center the plane. It doesn't need any textures or any other work, just the model will suffice. Thanks!

    Posted in: Requests
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