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    posted a message on Animated picture ?

    Hello,

    Is it possible to use animated gif or something in SC2 ? It seems that the ddr format can generate strange additionnal calcs but not for animating purpose.

    Posted in: Artist Tavern
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    posted a message on Texts bug

    It seems quite buggy (or I don't understand how it works, and it should not change randomly like that), because after having restarted the editor (because I was unable to publish my map, my map had no name), it is back in english and I have no more troubles.

    But thanks, next time, I will know what to do =)

    Posted in: Data
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    posted a message on Texts bug

    Fixed it as said in this topic http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/54284-text-bugs/

    But now I have the editor in french. Is there a way to keep the editor in english and the game in french ? Already hard to find info in english, if I search in french, I won't find anything.

    Posted in: Data
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    posted a message on Texts bug

    Hello,

    I encounter a but with every texts. Instead of texts, the game displays the path of the texts in the map file ("param/-number-/-folder-/-unit-name-/" something like that). It had already done that when I had worked offline few days ago.

    The editor launched without launching the patcher, no idea why. As I had already encountered this bug, I have closed the editor before to open the map, launched manually the patcher, then opened the editor from the launcher. But it seems that it has add this bug anyways, as I see it when I test locally.

    Last time I had not much changes from the previous save, but this time, it would really bother me to take the previous save. I don't know if it happens too for the online map if I release it.

    Is it a known bug, and how can I fix that ?

    Posted in: Data
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    posted a message on Combining items with a full inventory

    I finally understood. So if anybody has the same issue, I remove charges from the max charges to get the number of charges initialized to the number I want. So if the number max is 10, and I want 3 charges, I remove 7 just after the item was created. And the charges are now initialized for the triggers =)

    Now I need a fix for my insomnia, I work such faster in form =/

    Posted in: Triggers
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    posted a message on Combining items with a full inventory

    Hmm actually the result is that the item get max charges anyways. That is what I try to avoid.

    Posted in: Triggers
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    posted a message on Combining items with a full inventory

    It is exactly my question, thanks.

    But maybe you can save some time for me, how do you set the charge of the item with a trigger ? It seems that I can only add charges (or negative charges) so if the charges are not set, I don't know which result it can have.

    Posted in: Triggers
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    posted a message on Combining items with a full inventory

    Hello,

    I have an issue combining items. When I create items on the ground, they have their charges set to the max charges, but only for the triggers (so it is no visible). If a unit pick it, the item has the normal charges, and after drop the item works as intended for the triggers and won't produce this bug.

    I'd like to know if there is a better fix than to use an invisible unit to drop every created items.

    Posted in: Triggers
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    posted a message on Passive abilities lost after revive

    Your second option works perfectly, thanks.

    And actually you first option in addition to the second just allowed me to fix an other ability built differently.

    Posted in: Data
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    posted a message on Passive abilities lost after revive

    Hello,

    My heros lose their passive abilities they unlocked leveling when they are revived. Actually these passives become disable. I'd like to know if it can be fix in datas or something before I fix all this with triggers like a savage.

    I already succeed to fix one with triggers, I had to check the level completed for the player (and not on the unit strangely) on the related learning ability, if it can help someone to figure what is the problem. Whereas the validator to give or not these passive to a hero use the level completed on the unit.

    Posted in: Data
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    posted a message on The Lobby Bug

    @abvdzh: Go Yes the reverse engineering needed is the big problem of this editor. I really regret that Blizzard doesn't work more on the editor. It is why I think that paid maps would have been fine (for the authors of course, but for the evolution of the editor too). But people have chosen the other way.

    @houndofbaskerville: Go Conspiracy theory ? I don't think so. They only reduced to the minimum possible the development of the editor, to be able to use it themselves to reach their goal, and to allow mapmakers to have fun, while not exploding the budget.

    Posted in: General Chat
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    posted a message on The Lobby Bug

    Yes you are right. Actually it depends totally on the kind of game, and the ambitions pursued. My estimation of 5-10 years comes from a personnal project, and I am quite perfectionnist. And my real job let me much free time nowadays.

    But SC 2 provides :

    - a full world / context

    - many high quality 3D models which go well together

    - numerous gameplay automated process (RTS oriented but which can do the job for RPG or even FSP too)

    - automated process for move / paths / footprint (following my tests on Unity, it is not that easy on this one)

    - operationnal and easily customizable graphic engine (and I think Unity provides many possibilities for that but it requires expert knowledges to get a professionnal visual result)

    - A fully done UI

    All of this require expert knowledges to be done the good way on Unity and Unreal, to get a professional result.

    I don't know Unreal but people usually say that it is a few harder to use than Unity as it has still less automated process. I discover each day on Unity (as I still kind of study it) some extensions which can be bought to customize the graphic engine or automate some process. It is a big jungle. And it requires knowledge to be used the right way.

    About the 3D models sold on the AssetStore, they don't fit all together to say the least. Almost each model / pack doesn't fit with anything else actually, even without speaking about the quality of them, which could often be disappointing. And they have to be bought. It is from this that I was speaking about risky financial invesments (pay a 3D graphic guy to make custom graphics).

    Many people complain about the complexity of the editor of SC 2. But his complexity is on things that you have to create from scratch on Unity / Unreal. Abilities / hero level / behavior / effects, all that has to be fully done from scratch. And an other time, it requires expert knowledge to avoid the many traps there is on the way.

    On the other hand, I am thinking about coding into SC2 (because I think that triggers are very usefull and powerfull, but very power greedy even for very simple task) but I don't know yet how / where I can code in his editor xD

    Posted in: General Chat
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    posted a message on The Lobby Bug

    Wow.

    I had not read this topic. Thanks for the link. I particularly enjoyed the passage about the crystal ball xD

    Posted in: General Chat
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    posted a message on The Lobby Bug

    Sure bugs happen. Those system are so much complicated that it is unavodable.

    But if I find this one strangely long to fix from Blizzard, it is because I have kind of feeling that they know exactly what it is but they have decided to fix it with something else, latter. For Financial reason. I bet there is not a full fighting development team of the dead working on the editor. Blizzard may even know it would happen before to release the patch. It is a possibility. But Blizzard has to make choices. There is other things who need to be done, not only this bug to fix. And maybe the fix of this bug was judged unproductive to be done, whereas a following development would ease it later, or even has already fixed it but as it is not fully done, we have to wait for it. It is just a feeling, that is why I only said that it seems strange.

    I have to disagree about Unity / Unreal. I am a coder and I am right now on the editor of Starcraft 2 because I find it better and way easier to use in many ways. I can't say Unity or Unreal are better. They are different tools and they require much more work and knowledges to make an equivalent game, not only codes knowledge. Of course Starcraft 2 doesn't / won't allow me to buy my bread every day. While Unity / Unreal possibly could after something like 5 or 10 years of learning and work ( to be optimistic), and with risky financial investments xD

    I think that your 250k estimation is way higher than what it should effectively cost. Just give me the 30K, and I will organize this event with only 5K in more (so I could take some holidays somewhere xD). The webpages were already done long time ago, the vote system too. Only a little speech from a community manager and maybe not the big one from Blizzard. Then need to check the results, and second speech. Same for all the steps of the votes. Of course I would not have the costs of decision and organization. Do you think it costs 215K ?

    Blizzard wanted to add paid maps, the community disagree. I don't know why, hippies inside ? Saying no to the economic world ? I want all but I want it free and it will be great ? I am sure that paid maps would have so much changed the way Blizzard care about custom maps :(

    For the topic, my map uses the Void campaign and crashes with more than 7 players.

    Posted in: General Chat
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    posted a message on The Lobby Bug
    Quote from ArcaneDurandel: Go

    Easy, it's called software development. Might as well ask Microsoft why there is still bugs in Windows, it's only 15 years old. And no, rollbacks are not easier.

    And no, they don't produce such crap regularly, and if they truly didn't care about the arcade, where did they get the budget for rock the cabinet? For not caring, they spend an awful lot of money on it...

    I think that Rock the cabinet is kind of unconstructive glitters. And that the money spent in it is just harmless for Blizzard but I would prefer they use it to improve the editor, even if I find fine to reward good and appreciated maps.

    The real issue is the several weeks or months required to fix this. Seems strange.

    Posted in: General Chat
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