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    posted a message on about today's news : "fix the keyboard/mouse control lag"

    They are referring to the events that detect keyboard strokes & mouse clicks. They are basically saying they can remove the extra lag from the command compared to just right clicking the ground to move the units.

    They could technically make it possible to have no lag, but that would mean they would have to redesign their entire structure of hosting custom games. I don't think they are willing to do that, so they probably won't do any client-sided things in the near future.

    Posted in: Triggers
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    posted a message on Publishing / Uploading Map Error

    Mines getting stuck @ 70% and then its failing because of GATEWAY_DOWN. I've tried everything I can think of with the Game Variants.

    EDIT: Mine also will get stuck at 0% if I go back to default Game Variants.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Eternal Shadows ORPG is Recruiting

    Eternal Shadows ORPG

    --

    Eternal Shadows ORPG was one of the first ORPG projects published on SC2. The project was first released around August 15th, and has made huge progress since then.

    Even though I've been working on the project alone, the progress has been quick. However, with school started, and me working, things have slowed down. I'm at the point where I have a lot of the foundation for the game down, I just need assistance with some of the tedious stuff, like item creation, quests, and other various content.

    The game is usually on the 3rd/4th page of popularity (although it just reset recently so who knows now), but you can also search it up as Eternal Shadows ORPG when you create a game, if you want to try it out before you commit yourself.

    I would also require that anyone who wishes to help please have a mic, communication will be much easier with voice.

    Thanks, Mash.

    Posted in: Team Recruitment
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    posted a message on Doodad Limit

    @Vitkar: Go

    It's nowhere near overkill when you are working with a 256x256 ORPG map. In WC3 the limit was something like 7500 and after the no limit "hack" was found, I'd seen 256x256 maps with upwards of 20 000 doodads...it's honestly not that much when you think of the map size.

    Quote from zeldarules28: Go

    Move story to the top, not campagin.

    Well, in the end it has nothing to do with the dependencies, it just purely caps the doodads at 10 000. I've experienced no other glitches so I'm hesitant to touch the dependencies anymore.

    Thanks for everyones help though.

    Posted in: Miscellaneous Development
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    posted a message on Doodad Limit

    After further testing I have discovered that there IS INDEED a doodad limit of 10 000. If you try to save with over 10 000 doodads, it removes a bunch of random ones to reduce it back to 10 000, no error messages, no warnings, nothing.

    Posted in: Miscellaneous Development
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    posted a message on Doodad Limit
    Quote from Eiviyn: Go

    Have you checked in-game to see if the doodads really are not there?

    There are 2500 doodads in my game and the editor just cannot load them all with my current pc. They still show fine in-game though.

    I just checked in game, and they are not showing up. My map likely has something around 12000 doodads, and they were all working perfectly until now. I seem to be able to place new doodads that aren't trees just fine and they stay after loading the map, but when I place new trees (only tested Typhon and Xil) some of them seem to disappear on a reload.

    Quote from Siaon: Go

    @KnightsOfTables: Go

    If you still can, you may just want to go with the Story dependency. It includes all the others, and will prevent your editor from bugging out horribly later on.

    I tried removing the Story dependency, but I haven't tried removing the Campaign one but leaving the Story one, so I'll try that now.

    If you guys have any other ideas, it would be great.

    Thanks.

    EDIT: Just tried removing the regular campaign dependency and it basically just says it's in use. I'm using some of the models like Civilian and Miner from the campaign set, and it won't let me remove the dependency without removing those models, essentially. I'm not even sure if the problem is related to dependencies.

    Posted in: Miscellaneous Development
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    posted a message on [Dialog object] How to set background image?

    You can hide the background of the dialog and place a dialog item as an image which can be your new background. To make images clickable, place a button underneath the image, and base your detection event on when you click the underlying button. This is a workaround, but there could possibly be an easier way, I'm not entirely sure.

    Posted in: Triggers
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    posted a message on Doodad Limit

    Yes, I'm using the campaign dependencies, however they are already on the top of the list. Any other fix? It only seems to effect the doodad of Tree - Typhon, or so it appears, and not all of the ones that I place, only some of them.

    My dependency list looks like: Liberty (Campaign) -> Liberty Story (Campaign) -> Liberty (Mod) -> Liberty Multi (Mod)

    Do I need to change the order?

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Doodad Limit

    Hello.

    I'm currently working with a 256x256 map, and having completed about 50% of the maps usable space, I now find that whenever I load, a bunch of the doodads that I last placed on the map are disappearing.

    Is there a Doodad limit in the editor? If so, why is it just removing my doodads without any error messages, and why is it letting me place more doodads even after the "limit" has been reached? If it's true, I could just continue the map on another map, and copy + paste it into mine just to publish, however that would be a huge pain.

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on [General] Help me fix my map (Dependencies broke it?)

    Okay so here is what happened exactly. Read the end if you just want to know the problem, not how it happened.

    I had SC2 open - testing my map. I also had my map open in the editor. Friend told me to use a medic model in my map, and I told him I couldn't find it. He told me to just add the dependency of Campaign and Campaign Story (or whatever they are) from the add dependency menu thing.

    So I did. Unfortunately, a crash occurred at this point. Later I found out that I can only edit the dependencies if ONLY the terrain editor is open, no other editors, or else the editor crashes. So, I lost a little data there in that crash, but no big deal. Restarted the editor, added the two dependencies. Great stuff, seemingly, as I now had the medic model! So I went on my way to make the medic a hero. Went to the behavior tab of the medic, tried to add my veterency. No luck finding it...odd...Looked in the actual behavior tab, and found my veterency called Hero (Unnamed). Tried to rename it, no luck ever finding it again. Not good. Also found out that ALL of my custom units were broken. (Later on I read this is a bug with dependencies) SO, as a solution, I was thinking, lets just remove all of the dependencies and go back to mapping normally!! After a few crashes, I managed to remove all of the added dependencies. So I was just back to the default 2. My custom units appeared to be working fine in the editor, however once in game, some of the units were not selectable. Also, I had a trigger which would move me to another part of the map when a region was walked on (emulating walking into a house) and that trigger was completely not working. I didn't look farther, but I tried to fix the targeting issue with no luck.

    TL;DR Added some dependencies, removed them and now some triggers are broken and I can't target some units

    WHY?

    Can I fix this? Makes me want to rip my hair out...

    Posted in: Miscellaneous Development
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