It seems that the optimizations to code generation delivered by 4.0 are automatically applied to the trigger actions created by GUI.
But in my case I frequently combined GUI actions with custom scripts, where I used some API functions that seem to be obsolete since 4.0 released.
Unlike GUI shit, custom code hasn't been automatically changed to the new standard, so I have to fix it manually.
The first thing I had to fix is:
I have the gui-created "pick each player in a group" loop. And inside that loop I have (amongst other stuff) a custom script, where I manually call PlayerGroupLoopCurrent()
PlayerGroupLoopCurrent() doesn't work anymore.
GUI loop now uses another function PlayerGroupNextPlayer()
So, I added a variable to the trigger, created a new gui action, that assigned (picked player) to my new variable.
And used this variable in the script instead of PlayerGroupLoopCurrent()
And it fixed this particular issue.
But I'm afriad it's not the only issue my map has since 4.0, so I'll put more solutions in this thread.
The second issue is similar:
UnitGroupLoopCurrent() function doesn't work anymore in my custom script that is placed inside a gui created "pick each unit in a group" loop. So, again I had to create a variable, assign (picked unit) to this variable in a gui created action. And then use this variable instead of UnitGroupLoopCurrent() in my custom script.
Ok, after 10 months of a rather lazy but still enthusiastic and sometimes obsessed development, I finally released it to Steam. It's an early access version, unfinished and possibly buggy, but at least people can experience how is it to play an arcade game in a physical simulation.
Just want to forewarn you: CC is not Blizzard IP so there is a high chance they will remove your map from Battle.net if it contains copyright materials.
You know any examples? I created remakes of HoMM, Z, Civilization and Rise of Legends. None were removed.
I mean i can use the FumeFX simulations to create textures to use in the game engine, not directly using fumefx to make fire in-game, that'd be utterly ridiculous.
Actually, not as ridiculous as it was before GPU became available for general purpose calculations. Some game engines simulate suff like fire, fluids, fur or clothes in realtime. It looks much better than the ones made with animated textures, and can interact with the environment and player characters, can realistically react to wind and shit. So when computations are not the limit, simulated effects have distinct advantages over the premade ones.
In easy case you need to save the map and the dependencies as components, copy dependencies' files to the map, then open the components folder as map and save as map.
Easy situation is when, for example, map has only triggers, and dependencies only have data. If each have both, you'd need to merge per file, like actors to actors, effects to effects, and so on.
I don't know if you sc2 snobs consider it as a legitimate example, but I'd like to show some particles based fire effects I made in unity. Unity particle system is almost the same as we have in Art Tools, so if I created those in sc2, they'd took the same efforts and looked the same. Fire effects are showed between 2:40 and 3:45.
That moment when you realize all your studies into fire were for naught, because technology can do that all for you.
Actually, realtime fire simulations cost alot of performance. Particle effects based ones are so much cheaper, that in most cases they are being preferred, so it doesn't matter what technology can do. Also, it's rather math then technology.
It's a serious project that I invested lots of time into, and plan to complete the game and release it on Steam. But look at this, how can this not be fun:
Hmm, I remember seeing that enormous tooltip covering all actor events one by one and going deep out of screen without scrolling interface. But I just tried to hover where it used to appear, and it's not there anymore.
0
It seems that the optimizations to code generation delivered by 4.0 are automatically applied to the trigger actions created by GUI.
But in my case I frequently combined GUI actions with custom scripts, where I used some API functions that seem to be obsolete since 4.0 released.
Unlike GUI shit, custom code hasn't been automatically changed to the new standard, so I have to fix it manually.
The first thing I had to fix is:
I have the gui-created "pick each player in a group" loop. And inside that loop I have (amongst other stuff) a custom script, where I manually call PlayerGroupLoopCurrent()
PlayerGroupLoopCurrent() doesn't work anymore.
GUI loop now uses another function PlayerGroupNextPlayer()
So, I added a variable to the trigger, created a new gui action, that assigned (picked player) to my new variable.
And used this variable in the script instead of PlayerGroupLoopCurrent()
And it fixed this particular issue.
But I'm afriad it's not the only issue my map has since 4.0, so I'll put more solutions in this thread.
The second issue is similar:
UnitGroupLoopCurrent() function doesn't work anymore in my custom script that is placed inside a gui created "pick each unit in a group" loop. So, again I had to create a variable, assign (picked unit) to this variable in a gui created action. And then use this variable instead of UnitGroupLoopCurrent() in my custom script.
0
0
0
Yea, describe please your solutions for the 4.0 related trigger fuckups.
0
Ok, after 10 months of a rather lazy but still enthusiastic and sometimes obsessed development, I finally released it to Steam. It's an early access version, unfinished and possibly buggy, but at least people can experience how is it to play an arcade game in a physical simulation.
Steam link
0
I keep working on the game. It has been greenlit. Hope to release it in a month.
0
I've uploaded the game to Steam Greenlight. So, if anyone has Steam account, I'd be grateful for the vote.
Here's a new video, showcasing gameplay process:
0
Best wishes from the moon base!
Z.
0
You know any examples? I created remakes of HoMM, Z, Civilization and Rise of Legends. None were removed.
@OmegaWeaponX85: Go
Those are your models, right? They look great!
0
Actually, not as ridiculous as it was before GPU became available for general purpose calculations. Some game engines simulate suff like fire, fluids, fur or clothes in realtime. It looks much better than the ones made with animated textures, and can interact with the environment and player characters, can realistically react to wind and shit. So when computations are not the limit, simulated effects have distinct advantages over the premade ones.
0
In easy case you need to save the map and the dependencies as components, copy dependencies' files to the map, then open the components folder as map and save as map.
Easy situation is when, for example, map has only triggers, and dependencies only have data. If each have both, you'd need to merge per file, like actors to actors, effects to effects, and so on.
0
Wow, this primal zerg hatchery looks pretty neat. Just as I would imagine a primal building.
0
@Caevrane: Go
Your fire is nice.
@IskatuMesk: Go
Your fires are badass.
I don't know if you sc2 snobs consider it as a legitimate example, but I'd like to show some particles based fire effects I made in unity. Unity particle system is almost the same as we have in Art Tools, so if I created those in sc2, they'd took the same efforts and looked the same. Fire effects are showed between 2:40 and 3:45.
Actually, realtime fire simulations cost alot of performance. Particle effects based ones are so much cheaper, that in most cases they are being preferred, so it doesn't matter what technology can do. Also, it's rather math then technology.
0
@QueenGambit: Go
Both, working on a project, and having fun.
It's a serious project that I invested lots of time into, and plan to complete the game and release it on Steam. But look at this, how can this not be fun:
0
Hmm, I remember seeing that enormous tooltip covering all actor events one by one and going deep out of screen without scrolling interface. But I just tried to hover where it used to appear, and it's not there anymore.