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Ezekiel12
Last Activity:
Nov 14, 2018
Joined:
Mar 13, 2012
Messages:
1,052

Ezekiel12

Well-Known Member

Ezekiel12 was last seen:
Nov 14, 2018
    1. tomm
      tomm
      that's best profile pic i have ever seen in my life
    2. deepstrasz
      deepstrasz
      Poor Zedekiah's sons.
    3. DarkRangerAlice
      DarkRangerAlice
      Ezekiel ! I read this before ... Where ? ... Wow ?
    4. StoPCampinGn00b
      StoPCampinGn00b
      Pretty interesting avatar, you got there :^)
    5. pyf
    6. Dat-C3
      Dat-C3
      The selection bug is a bug mostly unique to roleplay maps, they're a result of bad code usually or code handled wrongly. To fix it you can select a destructible usually a gate or try to sync selections or disable and re-enable selections for all players.
    7. Dr Super Good
      Dr Super Good
      If you have any suggestions to make it more "understandable by everyone" then feel free to post them.
    8. Ardenian
      Ardenian
      I am actually creating a big bunch of them within one trigger, like 400-800 units at once
      ( planning to use timers to reduce the frame rate drop caused by the amount).
      Thank you for mentioning, would be a shame if one spend a lot of time trying to clean scripts
      when they get fixed anyways
    9. Rui
      Rui
      Hello!

      I'm afraid I can't, as we never really understood the actual cause of the bug. The only thing RP map makers managed was to track it down / narrow it to the use of the BJ functions that result from trigger actions "Pick every units in...", as maps written in proper JASS did not suffer from the bug.

      Unfortunately my classes start tomorrow, so neither do I have the time to study the issue. If you do, you'll probably need more than 1 player, I think the selection bug does not happen in single player.

      The thought of reproducing the bug actually crossed my mind yesterday, but I don't even know how I'd approach it. I think I'd probably pick up those old RP maps, though I warn you the learning curve is sorta steep, over half of what you can do in these maps was transmitted from player to player and is not actually documented. The things that were documented can be found in the Quest Log... and maybe elsewhere in the Internet too.
      (I was surprised to find most people were not aware of the selection bug. Those DoBRP maps and the nasty little bug have been around for over 10 years.)
    10. Ralle
      Ralle
    11. Gismo359
      Gismo359
      A few more I tested:


      <span style="font-size: 10px">Chapter 5 of the undead campaign (The Fall of Silvermoon)</span>

      When you try to build a high elf barracks with a (possessed) elf worker, it stops immediately after starting. When you try to target it with (the high elf worker's) Repair it says "Unable to target organic units".

      The high elf towers (which you can build with a possessed worker) have no build/birth animation.

      <span style="font-size: 10px">Chapter 2 of the blood elf campaign (A Dark Covenant)</span>

      There are three doom guards that walk near one of the observatories but instead of destroying it, they just return back to where they came from.
      I assume this is a bug in one way or another because they literally just go there and come back from where they started, and that they are intended to destroy the observatory.

      <span style="font-size: 10px">Chapter 5 of the orc campaign (The Hunter of Shadows)</span>

      In normal difficulty, there are ~6 wisps waiting outside each mine, doing nothing the whole game (from what I noticed, the mines were often empty).

      Regardless of difficulty, none of the AIs rebuild their ancients of war/lore, only the blue base rebuilds their tree of life, and dark green their chymeara roost, yet all three of the them rebuild their altars and hunter's halls (the 2 buildings that have the least impact on the game).
      All three of them use AOW units in their attacks, and after dostroyin all AOWs, you are left with attacks of a couple chymeara, couple uprooted ancient protectors and a handfull of dryads at most (those were 3 separate attacks, which seems unbelievably easy for a hard mode mission).

      Often, the AI would glitch out and Cenarius would stand in one of the bases (dark green, when I tested) along with a few units and do nothing to help the others, like it is supposed to.
      It eventually returned back to normal when I attacked him and the other units nearby.

      <span style="font-size: 10px">Night elf campaign</span>

      Corrupted ancient protectors dont turn around when attacking, unlike the regular ancient protector.
      The other corrupted ancients dont attack at all when rooted (because of ROC mechanics), so they are ok.



      I also noticed that when you pick up tomes, they leave a tiny (barely noticeable) tome of the same type at the same position but I think that one has been said a dozen times already.
    12. Barade
      Barade
      But the upgraded unit type has the spell book version as well and therefore it is a bug.
    13. Avahor
      Avahor
      So, Thanks Ezekiel for your list, it's very appropriate and very detailed.
    14. Avahor
      Avahor
      ----------
      SetTerrainPathableHeight
      ----------
      Discard that, as DSG says:

      ----------
      ----------
      Most of mappers use custom scaled doodads to design realistic terrain ambients. They are forced to use walkable doodads to deal with pathability issues like stairs, caves or levers but collision detection only is possible over the plane XY and we cannot detect pathing blockers (or doodads) height directly from natives.

      If blizzard give us "SetTerrainPathableHeight" function, we will be able to make layers of pathability over z ranges. useful for jump and collision systems turning warcraft 3 into a real 3d environment.
      ----------
      Requires a major engine change so not possible. WC3 uses 2D pathing (cannot deal with 3D pathing) and walkable destructibles are part of the graphic system.
      ----------
    15. Avahor
      Avahor
      Oh, sure mate. I already have made a more detailed suggestion into the thread. just check it here and this is the original request . Of course I've received some criticism for posting that, but at least it could be discussed. Enabling more events related directly to "widget" will expand the limits of object manipulation in game too. Maybe the suggested functions posted are no accurate as everyone wants but actually the editor only has 3 or 2 events related to "widget", that's very limited.
    16. Gismo359
      Gismo359
      Hmm, going off memory here:Chaos orc kodos (in general, not just in campaings) are classified as workers, even though they arent according to their OE data. There are a couple of workarounds (depending on whether you are playing them on ROC or TFT) but I dont remember exactly what (iirc, ROC one is 'treated as neutral hostile", or something like that, but it only worked if you have ROC only).
      I am gonna check what the TFT workaround is when I get to a pc with WE.
      Chaos orc peons are not threated as workers. Iirc, they just werent classified as such in the OE.
      In the 7th orc chapter, when the polymorphed humans ambush you, some of the footmen remain Neutral Passive after being morphed into humans (I think they always 3 specific ones).
      A bit of AI crazyness in the last human chapter - if Mal'ganis' forces are moving towards your base to attack it, and you move an invulnerable Arthas near them, they start (roughly) following him untill he either dies or gets sufficiently away from their base/path.
      This is not really a bug in the campaign but is really exploitable (because Arthas has chaos damage), and lowers the difficulty of the map tremendously.

      I'll get back to you when get on a PC with warcraft on it. I'll also test them on the new patch.

      As for the voice acting, it is a shame but a vaild reason nonetheless.

      Edit: Tested all but the arthas mission, and they are all still there.
      [IMG]

      Units not being hidden during cinematic
      Not sure if this is a bug but with the nearly invisible bridge I would assume it is [IMG]
    17. Paillan
      Paillan
      Taunt can be stopped by any order, and it also doesn't disables the channeling of spells.

      About upgrade abilities, I refer most to "gyrocopter bombs" "moon glaive" "thunder hammers" and such abilities.
    18. Skyflash
      Skyflash
      other stuff umm yeah I discussed with IceManBo yesterday and mentioned some of these Hidden leaks inside Blizzard.j (known as GUI Functions)
    19. Skyflash
      Skyflash
      List of Hashtable Bugs in GUI which is leading to program crash:
      1-Hashtable - Save Widget
      2-Hashtable - Save Ability
      3-Hashtable - Save Region
      4-Hashtable - Save EventID
      5-Hashtable - Save UnitPool
      6-Hashtable - Save ItemPool
      7-Hashtable - Save MultiboardItem
      8-Hashtable - Save Trackable
    20. Dr Super Good
      Dr Super Good
      That sounds right. WC3 being a game also means that it might have strange memory allocation and freeing behaviour in order to reduce allocation overhead.

      Leaks are not so much an issue from the memory point of view, but rather the complexity and stability point of view. Leaks increase the execution time of some jobs and can lead to crashes.
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    Warcraft 3 patch wish list
    - A pondering about aaaaall the features a future patch should have. Comment and add your opinion.
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