well, thats pretty much the standard. i am using 2 accounts too, one for mods and the other for maps. if you save/load the bank from the maps all works fine. why do all of your maps have such a huge map size? cant you just export assets to a mod?
hmmm, well, i already using another account with 315mo of files. Will check this out if i can reduce the size, thanks for the tips!
I tryed to make different acocunt to publish all my maps (about 110mo each maps, so 2xmaps by account). My problem is, it count as a different author and he doesnt read the (bank file) cause hes in a folder that is linked to the other account authors...
Yeah i agree with this hehehe. Dialogs! are huge in space.
Its actuelly not possible at this state for me to go back from the beginning and re-coding a bunch of stuff into data. Also, I am using array all the times
Its crazy how the editor running slow when you pass 20.0mo compressed triggers. Everything take times like: (saving, deleting a loop, removing doodas or unit) . At 25-26 mo, just saving my map take 4:30 mins to 5:00mins. Deleting 100+doodas at the same time can take 1 hour.
Well, at least, my coding is finished so i dont really need more space overwall.
The curse of tristram will come probably next month you will see how crazy the mod is.
So basically the irradiate spell from from the Sci Vessel, but regaining health instead, right?
"Data" (as opposed to triggers) are usually touted as the "lag-free" option of programming so this is weird. I've had much more intricate effect chains run many times simultaneously without issue. Perhaps it's something in the particles/actors being created? That's my only thought.
I have 450 000 triggers lines code and very close to lag free. (The size of the map and the numbers of units/doodas is low actuelly)
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Waiting for Wc4 Map Editor Engine :)
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Triggers do not lag at all. The map size and the numbers of doodas/units into your map is the N1 reason of lag.
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Just wait for the Alpha access to the Warcraft 4 map editor ;)
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Hey jay, are you interesting in a exclusive gameplay with me for my upcomimg The Curse of Tristram mod? PM me if you got the times.
Egod
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this is working actuelly. I think i should post the version 2.0 i made with his script. I can run any video in 60 fps in-game.
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ya like, i didnt know there was a limit so i just add dependencies one after one with unit pack pretty much. But now i know :)
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For me i use patreon and it work fine.
Here is my link http://patreon.com/user?u=2885655&u=2885655&ty=h
Also i get some money from youtude channel of the project with adds.
My trick to boost the view with some facebook advertissement.
Its not that much but i am 1 men working on this project.
I hope this give you some idea. Egod
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I passed the limit or 31 dependencies...DONT TRY!
The galaxy editor become super slow and it take me 1 hour 35 minutes to remove the extra 32 dependencies right after i realise that mistake.
(Also my computer is pretty good)
Egod
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yeah well...it look like bank-file server-side was he n1 solution, i hope it will be out for the Warcraft 4 Engine ;)
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hmmm, well, i already using another account with 315mo of files. Will check this out if i can reduce the size, thanks for the tips!
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I tryed to make different acocunt to publish all my maps (about 110mo each maps, so 2xmaps by account). My problem is, it count as a different author and he doesnt read the (bank file) cause hes in a folder that is linked to the other account authors...
Is that normal or i missed a part somewhere?
Egod
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Yeah i agree with this hehehe. Dialogs! are huge in space.
Its actuelly not possible at this state for me to go back from the beginning and re-coding a bunch of stuff into data. Also, I am using array all the times
Its crazy how the editor running slow when you pass 20.0mo compressed triggers. Everything take times like: (saving, deleting a loop, removing doodas or unit) . At 25-26 mo, just saving my map take 4:30 mins to 5:00mins. Deleting 100+doodas at the same time can take 1 hour.
Well, at least, my coding is finished so i dont really need more space overwall.
The curse of tristram will come probably next month you will see how crazy the mod is.
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495 000 lines of codes with 25.6 mo compressed triggers script gg.
(No lag in game with 6xplayers) triggers rules!
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I have 450 000 triggers lines code and very close to lag free. (The size of the map and the numbers of units/doodas is low actuelly)
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The n1 thing is map size.