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    posted a message on Lagging trigger alternatives

    ImperialGood already did a great job answering this question, but I thought I'd throw out that there's a moba map that checks for unit damage to track assists. I've attached a screenshot of the event trigger. I'm in the process of updating and reworking the triggers for this map (haven't gotten to this one yet), so I still need to run the profiler to figure out if the late-game lag we sometimes experience is related to this trigger. However, this map has been out for a while and we've had no consistent problems with lag.

     

    Posted in: Triggers
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    posted a message on Problem with Inventory Container 00 Border not expanding

    It's been a while since I set this up so I'm quite rusty, but I set up a custom inventory layout for a map I'm working on; custom layout file is what greythepirate mentioned. I've attached the custom layout file I am using - feel free to modify and use.

     

    You can do a lot of modifying with the custom layout file, it just takes a lot of playing around to figure out what you need. I found the settings I used from an enumeration of available functions on SC2mapster, but I don't know where that link is anymore :/

     

    To use a custom layout, import via the import manager. Make sure the import path is "Base.SC2Data\CustomUI\". Save the map. Then go to the "Game UI Data" tab of the data editor and make sure the view is set to "Detail View". Click on the "UI" tab and scroll down to "Custom Layout Files". Add the newly imported file - you should be good.

     

    If I recall correctly, you can only have one custom layout file at any given time, so if you want to change more, make the appropriate modifications to that one layout file. Lastly, when you make modifications to the layout file, just import it again (same path); no need to go through the process of selecting it in the Data editor every time.

     

    EDIT: Doh, I forgot to mention that the style being set in the attached layout file is a custom font - just make your own and put the name there, or remove all together to use default font.

    Posted in: UI Development
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    posted a message on Bank size limit on current SC2?

    Actually, the more I think about it, the more I realize that this method is unrealistic for my goals. The primary reason I wanted to keep track of every player  was so I would know if someone deleted their bank. While your suggestion solves the space issue, decoding the saved data for all 10 players and cross checking with every other player would no longer be feasible. I always expected it to take a little bit of time at map start-up, but this would significantly increase that time and probably cause SC2 to hang and crash for many players.

     

    This method is, however, totally feasible for a "Top 100" listing, and I plan to use it for that. It's also a great idea for anyone storing a lot of data, particularly at low player counts. Sadly, handling player's who delete their banks is still a problem.

    Posted in: Triggers
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    posted a message on Bank size limit on current SC2?

    You're amazing, ImperialGood. Thanks for this reply. I know this topic is quite old, but I've found it fairly difficult to keep track of the changes made to the SC2 editor and thought the best approach was to determine current limits for myself.

     

    I've been working on a custom encryption scheme for banks. It's a painful process as there seem to be a lot of limits in Galaxy with sparse or non-existent documentation. You got me looking to see if something already exists for this - I found Starcode, but it seems it didn't survive the switch to curse and may be deprecated anyway.

     

    I think I've got a decent handle on how to implement your suggestion. Basically, I would be using a key and value system. It looks like player handles started at 6 digits for the account id (101 Guide to Player Handles), but current accounts seem to be of length 7, so I will reserve 8 ints for the player handle + 1 for the value; that's 48 characters per player. According to //www.sc2mapster.com/forums/resources/tutorials/179542-trigger-bank-facts" rel="noopener nofollow" target="_blank">https://www.sc2mapster.com/forums/resources/tutorials/179542-trigger-bank-facts">this thread, max usable string length for a key is 775. Assuming we do not use any delimiters and maximize storage capacity by relying on string-length we've got the following:

     

    # of Player Entries: 2500

    Characters per player: 48

    Bytes Required for Section: 35 + SectionName (single value) = 36

    Bytes Per Key: 67 + name

    Max Key Size: 775

       16 Players per Key: 768 characters per key

       157 Keys Required:

    Total Space Required: (157*768) + [(10*68) + (90*69) + (57*70)] + 36

    Size per bank: 131,492 b

    Desmos Graph

     

    I could probably drop my player estimate to 2000, which would take me under the 1200kb size per player (10 players). Additionally, this doesn't take into account RLE possibilities. All in all, this seems like a viable solution. I will work on this when I get time and see about adding RLE. The only thing I'm worried about is if syncing up 12MB on map load will cause mass drops, but I guess we'll see.

     

    Thanks again for your detailed suggestion. If I get something working, I will upload for community use.

     

    EDIT: Wanted to mention the savings this would net me - 2500 (14 + 67) = 202,500b per player. 14 is player handle length. Net savings, in this example, of 71kb.

    Posted in: Triggers
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    posted a message on Bank size limit on current SC2?

    Hey, I'm probably not the best person to try to answer this, but I'm currently working on something similar. I'm working on a project where I'd like to keep track of the rank of EVERY player that has played. To do that, I'm simply going to store an int value (rank) in a key (key = player handle). On map load, I will update every key in that section in every bank. So far, I've stress-tested the bank with 3 players (online bnet) saving and loading 2,500 keys. I arbitrarily chose 2,500 as it is probably more than the total number of players we'll ever see on one server for this map. I saved and loaded the key count, displaying the loaded value as it loaded each key.

     

    I still need to do a proper stress-test - I'm planning on having 8-10 players in the map with up to 2,500 keys and another bank section for actual player data. I will try to remember to get back to you when I've done a proper test.

     

    Here's an example screenshot, in case anyone is curious about how I'm planning to load the keys (without knowing what the key name is; e.g. the player-handle).

     

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #256: Stonehenge

    Just discovered WTEs and I love the work you all have done. Great job on this entry, Telthalion. I'm FINALLY getting back to work on a map I started when SC2 was released and these WTEs are inspiration for both terrain and story.

    Posted in: Terrain
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    posted a message on Portrait Viewer

    Thanks for the encouragement, all.

    I got bored and decided to add borders to it. I also went ahead and added an option to disable animations on load, though I have absolutely no idea if this will have any real impact on performance for those with low-end systems.

    Changelog

    October 7, 2016

    • Added "Disable all animations" to first page
    • Added border options to view page
    • Minor bug fixes
    Posted in: Cinematic Creation
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    posted a message on Portrait Viewer

    Hello all. I searched and searched for a catalogue of the portraits already available within the Galaxy Editor, but I came up empty. So I created a map to view all of the portraits available within the Void Campaign dependency. Now I know very little about portraits, animations, and whatnot, so all I did was create a portrait with default animation for each one. Every item under "FXA Portrait" and "Portrait" was included, except for those that threw an error on load (didn't exist).

    The map is available here: https://www.sc2mapster.com/assets/portrait-viewer-map/

    Hopefully this is the right forum for this, if not, please let me know and I will relocate.

    Thanks.

    Posted in: Cinematic Creation
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    posted a message on Minimap = Broken O.o

    Necro!

    So I had the same thing happen to me with my minimap and never did find anywhere that actually explained what had gone wrong.

    Bottom Line: When a map is saved, the minimap is generated according to the map bounds. It doesn't always generate correctly, it seems. My fix was to set the camera AND map bounds to what screwed them up initially, save and test, then re-expand them to full size.

    Here's the long story, as it may contain more useful information for others:

    I was playing around with creating instances - areas that are not on the minimap and unviewable until a unit gets transported there, by trigger, and then that region is the ONLY thing on the minimap and you can't view anything else until you leave. I tried setting the camera bounds to what I wanted the default bounds to be, planning to use a trigger to get to the hidden portions of playable map area - this is impossible, however, as the overall camera bounds (set by going to Map -> Map Bounds) cannot be changed once in-game. Basically, this has to be done with a map initialization trigger. Alright, so I figured that out, no problem; I changed the overall camera bounds back to max and set up triggers to do all this for me. When I tested it, however, the minimap looked a little funny...all the terrain on the minimap had somehow shifted to the left and the units were placed in impossible areas (only according to the minimap, the actual placement was normal). When I ordered my unit to go to a location via the minimap, he'd go far to the left of where I ordered him. After about 5 hours of searching, experimenting, and pulling out what little hair I have, I finally fixed it. Turns out, when you change the camera bounds and save it, the minimap gets generated. Unfortunately, it doesn't always regenerate correctly when you change the camera bounds again. To fix it, I went to Map -> Map Bounds, made sure both boxes had a check in them, and shifted the camera and map bounds until the map bounds lined up exactly with where I had changed them to when it got screwed up. Saved it, tested it (minimap was fixed, in-game), then re-expanded the camera and map bounds to full size - saved and tested again and minimap was working again.

    Posted in: Miscellaneous Development
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