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    posted a message on [Library] Realtime Mouse Tracking System
    Quote from BasharTeg: Go

    Progammer, I have found a problem. It seems that it will not work over empty space (fully lowered terrain.) I am working on a solution now so hopefully I will have something soon. I will post what I find.

    Why would you use this after Blizzard added the mouse moved event?

    Posted in: Trigger Libraries & Scripts
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    posted a message on Just some market research

    How could you customize an USB stick? You can't customize the port. You could customize the color and the case, but I think that's not needed.

    Customizing keyboard design? Example? Color of the keyboard? If you want to use QWERTZ or QWERTY or another format? If you want to create something special, design a keyboard that can be easily cleaned and can't be damaged during that process...

    Customizing mouse? I can already customize the buttons on my mouse and I really don't need that because the default set of controls is pretty good. Customizing sensitivity is pretty important, thought.

    Without examples I would answer, that everything is fine as it is atm (customizeable mouse (which already is mostly a default feature); keyboard & USB follow default designs).

    Posted in: Off-Topic
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    posted a message on Script limit?

    I didn't hit it myself yet, but I've heard DarkRevenant hit it already. The script limit is 2mb. The script size is the uncompressed size of the "MapScript.galaxy" file.

    You can open your map file with an mpq editor like WinMPQ and check the uncompressed file size.

    If you are close to the limit, you could write a program, that renames everything with shorter names and deletes characters that only exist for human readability like line breaks. That can give you a little bit more space, if you add new code with that style yourself.

    But in the end we hope that Blizzard will raise that limit because every trigger intensive project might hit it sooner or later.

    @thepumaman1: Go

    As far as I know global variables add to that limit, too. Local variables have been separated from that with a patch I think.

    Posted in: Triggers
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    posted a message on Motivation

    My motivation is created by a slow internet connection to play anything else online.
    Else maybe play some melee or some other game of another genre and leave the editor alone for 2 weeks or longer.

    Posted in: General Chat
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    posted a message on A delayed devil's advocate thread

    If you work on SC2, watch e-sport events and have a family, you don't have time to play many custom games I guess. ;D

    Maybe you have to see it the Blizzard way to see things: easy to learn, hard to master and don't forget the bronze veterans.
    So if something isn't intuitive right from start, it scares players of. Maybe a good map is easily accessible for everyone (easy to learn, simple controls, simple rules) and fun (the degree of fun can differ between individuals, so you have the haters like I hate these stupid massing maps).

    Posted in: General Chat
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    posted a message on [Info] Patch 1.4.X Undocumented Changes

    @zenx1: Go Can you save the map without changing anything?
    Maybe pasting new pathing layer everywhere and removing it again fixes the problem.
    Does the problem exist for every map file you have which weren't compiled in 1.4? Do new maps have the same problem?
    Did you try and save the map into another folder that isn't a sub folder of any folder created by your system (like C:\MySC2Maps\)?

    Do you bother sending me the map? I could try to fix the problem, too.
    Also, don't quit. I didn't quit when my map crashed everyone. Take a break and/or try to gather as many information you can about that error.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Terrain View Foggy (white)

    @Zolden: Go Change the layer to fix it. Saving your map fixes that problem, so it might only be some misinterpreting of non-existent information in the map that were added with patch 1.4.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Info] Patch 1.4.X Undocumented Changes

    It seems like they fixed my "after map crash" (loading another map after playing my diablo map used to crash the game).

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Info] Patch 1.4.X Undocumented Changes

    Units with the set flag "projectile" can't have collision anymore (units pass through them regardless of your collision settings).
    Workaround: Set the flag "always check collision".

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Patch 1.4.0 Is out ...
    Quote from Batomys: Go

    Well, there are some bugs after all, in-editor my terrain looks all whack, open areas of space around platforms have ground textures painted onto them, using the 'hide terrain cells' brush on open space now adds ground texture - in editor only. It still looks right in-game, but this is pretty annoying.

    "ctr + t" should fix that. You are displaying hidden terrain cells in that picture.

    Posted in: General Chat
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    posted a message on Who does the processing?
    Quote from jcraigk: Go

    @Ahli634: Go

    Okay, so how about this scenario:

    Let's say there are 3 players. I have a pulldown menu that appears onscreen for all players. I have a Trigger that runs some code when the pulldown selection is changed by any player.

    Let's say I use some code in the Trigger Editor to Select Item 1 of Pulldown X for (All Players). I'm assuming this would launch the Trigger I mentioned above once for Player A, once for Player B, and once for Player C. I'm also assuming that every machine would be running all 3 of those threads, meaning we have a total of 9 threads running when considering all machines.

    Can anyone correct those assumptions? If they are correct, does the system count this as 9 threads, or 3 threads?

    Is the selection made in the pulldown not synced for all players (so every player sees the current selection)?
    Also, will a selection change trigger the event, if the selection was changed by a trigger action, because there was no human UI input?
    I'm not used to display an interactive dialog to multiple players at the same time, so this might be wrong:
    So I guess there would be 1 thread (the one that does the change with an action). If the action triggers the event (I guess it won't), there should be up to 15 additional threads because you can't just create dialog items that exist for a player only (you can only set visibility). Therefore it should trigger the event for every player active.

    You could test this with a computer player, trigger debugger and triggers containing appropriate events and a wait, so they are visible in the debugger's thread tab.

    Posted in: Triggers
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    posted a message on Who does the processing?

    @jcraigk: Go

    I guess it works the same way as in sc 1. Every machine runs the game for itself and compares the data regulary.
    At the same time the game is synced as commands only get executed by the game, if they receive the command from battle.net (these should be stored in replays), so every player will lag at the same time as one player lags and that explains the delay between ordering a unit to do something and the execution.

    So in short: everyone is processing...

    Posted in: Triggers
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    posted a message on Compressing TGAs

    The background of the textures seems to be non transparent for some reason. Maybe you can edit the texture files and remove the green background.
    I'm not sure what is used for transparent.

    Posted in: Artist Tavern
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    posted a message on (Solved) Veterancy Levels Over 100

    I would guess that you could create that levels within the xml files outside of the editor.
    You would have to open your map with an mpq editor and extract the data xml files and edit them. Afterwards you would need to throw them into the mpq again. You can use winMPQ for this.

    Posted in: Data
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    posted a message on [Video] Speeding Ticket Escape

    During EU map night we had 2 persons crashing during the second level with the dogs and the gate (gate has been opened and we have been half way to the gate).

    Posted in: Map Feedback
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