You have still a lot of space for triggers left. As an example I post my map's stats:
uncompressed Triggers: 25.5 mb
compressed Triggers: 3.95 mb
MapScript uncompressed: 1572 kb
My map is still working fine.
There is an uncompressed map script limit of 2mb (ask DarkRevenant and his mafia map for more details).
I guess that your map script should be around 600kb. You can check it out by opening your map with a mpq editor like winMPQ.
You really got a confusing error there... I fear you found an error in the engine...
@Starscr3am: Go
Modify the dependency to use the mod file on battle.net and not the downloaded one.
The error message clearly states that your dependency is using a local file and not the online one. You can only use uploaded mods for your published maps.
I don't know how much is interactive in your case, but you only need to save 1 dialog per player and all interactive buttons per player.
Then you create 1 dialog per player and change the info onto the dialog with an integer that reflects its status. So every player has his own integer for the dialog information.
In multiplayer it might take up to 1 second to create a new dialog based on its complexity.
They changed the point from where a unit can look up (counts as standing on higher ground?) a ramp.
Maybe you want to look into ramp's footprints for that change...
@Talon0815: Go
1. Update mod and upload
2. Update map's mod reference
3. Upload map
4. Close editor
5. Start game and play the map
That works for me all the time... It still worked one hour ago...
For local tests, I've set the Battle.net's mod file's path to my local mod file, so it won't have to download the mod.
When I had problems before, clearing the map cache "C:\ProgramData\Blizzard Entertainment\StarCraft II\Maps\Cache" helped me out. Also, I had to close the editor before playing my just published maps to avoid a crash. I don't know if it is still present with 1.4.1 because this became my default behavior...
@BloodClud: Go
Welcome to EU.
We are doomed to not be able to report such things properly.
If your problems are connected to the editor somehow, you will mostly be ignored on EU support forums.
A support ticket might be your best choice to fix the problem or if your sc2 crashes, just send an error report with detailed information about that (they fixed my after-map crashes that way).
edit:
wow, the map doesn't work for me neither. I had no problems untill now...
Before, you couldn't do a teleport that ignores collision before with data. So you had to add a temporary collision-disabling behavior for the units in the area and then you still had problems with buildings' footprints.
Now they allowed more values and interpret a value above 500 as a teleport that ignores placement. So in the end it will be easy to make a perfect leaping ability now because you don't have to deal with misplacements anymore... (the range doesn't really matter because the ability's range determines the teleport range in most cases.
Before the max value was 500 which can't mean that they plan to raise the map size limits to 500 because teleporting across the map (edge to edge) wouldn't be possible with that.
They still could raise the map limit by 100 with this hardcoded stuff without needing it to change.
Some weapon entries seem to be wrong. I guess that they are abstract weapon types somehow.
I don't know which settings will cause this, but this has been added with patch 1.4.
I would suggest that you delete your weapon entries one by one and post the settings for one that didn't work (double click it and the stuff in the pop up window is interesting).
0
You have still a lot of space for triggers left. As an example I post my map's stats: uncompressed Triggers: 25.5 mb compressed Triggers: 3.95 mb MapScript uncompressed: 1572 kb My map is still working fine.
There is an uncompressed map script limit of 2mb (ask DarkRevenant and his mafia map for more details). I guess that your map script should be around 600kb. You can check it out by opening your map with a mpq editor like winMPQ.
You really got a confusing error there... I fear you found an error in the engine...
0
@Starscr3am: Go Modify the dependency to use the mod file on battle.net and not the downloaded one.
The error message clearly states that your dependency is using a local file and not the online one. You can only use uploaded mods for your published maps.
0
I don't know how much is interactive in your case, but you only need to save 1 dialog per player and all interactive buttons per player.
Then you create 1 dialog per player and change the info onto the dialog with an integer that reflects its status. So every player has his own integer for the dialog information.
In multiplayer it might take up to 1 second to create a new dialog based on its complexity.
0
@pieceofshota: Go
The mothership's actor defines its scale in his events. Modify the last entry to change its scale.
0
You can open the campaign maps in the editor. There you will find your answer.
You might have to use story dependency to use that model (maybe).
0
omg omg omg. I posted an image and I have no real source where it came from !!!1!1!1!111
another leak???
Don't trust the random pictures you find without any proper source...
So, source please! :)
0
They changed the point from where a unit can look up (counts as standing on higher ground?) a ramp.
Maybe you want to look into ramp's footprints for that change...
0
@Talon0815: Go 1. Update mod and upload
2. Update map's mod reference
3. Upload map
4. Close editor
5. Start game and play the map
That works for me all the time... It still worked one hour ago...
For local tests, I've set the Battle.net's mod file's path to my local mod file, so it won't have to download the mod.
When I had problems before, clearing the map cache "C:\ProgramData\Blizzard Entertainment\StarCraft II\Maps\Cache" helped me out. Also, I had to close the editor before playing my just published maps to avoid a crash. I don't know if it is still present with 1.4.1 because this became my default behavior...
0
EU bnet is up and running. But there is a message that states that the service was taken offline 12 hours ago for a 2 hour period.
Teamliquid has a bot that checks bnet status in every region
0
@Kueken531: Go
You, sir, just freed 1.7mb file size of my project. :)
0
SEA 1.4.1 translated patchnotes posted on teamliquid Seems like that this might fix the crash.
0
@BloodClud: Go
Yeah, I just tested the map on bnet. But that button is displaced for me now ;D
0
@BloodClud: Go Welcome to EU. We are doomed to not be able to report such things properly. If your problems are connected to the editor somehow, you will mostly be ignored on EU support forums.
A support ticket might be your best choice to fix the problem or if your sc2 crashes, just send an error report with detailed information about that (they fixed my after-map crashes that way).
edit: wow, the map doesn't work for me neither. I had no problems untill now...
0
Before, you couldn't do a teleport that ignores collision before with data. So you had to add a temporary collision-disabling behavior for the units in the area and then you still had problems with buildings' footprints. Now they allowed more values and interpret a value above 500 as a teleport that ignores placement. So in the end it will be easy to make a perfect leaping ability now because you don't have to deal with misplacements anymore... (the range doesn't really matter because the ability's range determines the teleport range in most cases.
Before the max value was 500 which can't mean that they plan to raise the map size limits to 500 because teleporting across the map (edge to edge) wouldn't be possible with that. They still could raise the map limit by 100 with this hardcoded stuff without needing it to change.
0
Some weapon entries seem to be wrong. I guess that they are abstract weapon types somehow. I don't know which settings will cause this, but this has been added with patch 1.4.
I would suggest that you delete your weapon entries one by one and post the settings for one that didn't work (double click it and the stuff in the pop up window is interesting).