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Dark-Zalor
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  • Hello dude, yesterday I played your "get the banker"with some people and I think you made it addictive, but there are some things that annoy me: I don't like that i have to click on the center on the map and click on the building to end my turn or roll the dices. Why don't you put these abilities on the hero? And when it's your turn lock the camera to that hero, and when he ends his turn unlock the camera and disable the abilities until his next turn? IT would be so much better! I often forgot to end my turn yesterday because I had to click on the building....
    Hello my lord. How are you doing?
    Dark-Zalor
    Dark-Zalor
    The ultimate of night stalker works as darkness I think?

    I prefer make special spells with slow stunn but for miss, silence, magic resist
    But for my map it's a bit complicated because it needs more spells and the world editor use it with specials systems, this map already uses a lot of memory so I tried to make it as simple as possible
    Dark-Zalor
    Dark-Zalor
    Normally the icons and models fits together, I just upload less custom units and icons to limit the size of the map

    i've no idea for the terrain
    If you have ideas, it's no problem
    Regent_Artiman
    Regent_Artiman
    You can play angel arena map.
    It's simple example :)
    SO what are your plans for the future?
    Dark-Zalor
    Dark-Zalor
    For the moment I will have to look for a new job, so I will stop mapping for a moment
    Then I think I will learn the dota 2 editor
    And you?
    WhiteFang
    WhiteFang
    I don't really have any plans,Ill just focus on passing school
    Dark-Zalor
    Dark-Zalor
    You can test my new map lol

    good luck with your school exams
    I'm still playing The Last Blade. That is still AWESOME!!
    Dark-Zalor
    Dark-Zalor
    Thank you my friend
    I love so much that map
    Dark-Zalor
    Dark-Zalor
    What hero do you use?
    You can send me some replays or pictures or other if you want
    I can post it on my facebook
    I would give you some credits
    Hey, don't worry. That monopoly styled map is really fun! It crashed when the second player tried to use the dice after we loaded the game. We were two players. I was the red player with the dreadlord and my friend was the blue player with the lich.
    Fine. Just managed to get the extra stash tab from Diablo III this season.

    I forget why you linked that map earlier this month. Was I meant to do something with it? Sorry I am quite forgetful at times.
    Fine my lord.
    Learning and making.
    Now I'm learning How use custom lightning effect.
    Some picture of my map.

    [IMG]
    [IMG]
    Hello lord.
    Can you find this models (Modern Model) from chaos realm. this site is filtered for me.
    Villager like Engineer and Doctor.
    Big table like 'U' with computer.
    Use vexoran's dummy. It's a tiny invisible model with attachment points. It also has 360 animations or something to let you rotate it forward in a circle.
    You create a generic dummy and add effects and abilities by trigger only. That way 1 dummy can be used in 100s of spells.

    There is no need for more than 100 creeps. People will never realize you made so many.
    You should only need 1 dummy for 100s of spells. Why do you need more than 100 types of creeps. I don't mean numbers of units in the map, I mean number of different units in OE.
    There is no reason you need 1000 units. No one will ever notice more than 100 when playing your map. But, anyway, are you keeping track of which ones are safe to import into the new map?
    If you can find which units cause the problem then you start a map with your terrain. Import safe data in this order: Buffs, upgrades, abilities, items, units, triggers. This way, the data will not have missing spells, items sold, upgrades and the triggers won't have missing units and spells.

    You can do this by importing and by copy/paste. Use the window tab on the tool bar to alternate between maps to cut and paste. It's just like importing a spell for the first time.

    You should only need to recreate bugged units. I think you may be right that you merged data that had the same unit/ability IDs. I would think that JNPG would account for this, but maybe not. It might be a good rule not to merge custom data set with other custom data sets of the same type. Also, have you tried doing what was suggested in the thread I sent? It recommended deleting all the units placed in the terrain and trying to delete units from OE after that.

    I found this too:

    http://www.wc3c.net/showthread.php?t=78751&page=2

    It suggests the problem may be with the w3u file. I think that is the unit data file, but I am not sure.

    If the issue is in fact having multiple unit IDs, then have you tried hitting CNTRL-D and looking for duplicates?

    I have also seen suggestions that more than 300 units can be a problem itself. How many custom units do you have?
    So you have exported the ability data and imported it into a new map. Then you went through and deleted the spells one by one. And one spell caused an error?

    If so, that's good. Now can you do it with unit data?
    In OE if you go to the abilities tab and then go to file, there you can export just the ability data. The same is true with items and units, etc. You should import them into a fresh blank map. Each one seperately into its own map. The see if any create the same bug. Likely, one will have the bug. The you can import all the data EXCEPT the bugged one. Also, after you isolate the bad string, you can find the bad ID. I will look into it more. Maybe I can find a better answer.
    Ok, but we aren't trying to remove anything anymore. We are trying to locate the problem. Once it is located we can export everything else and leave the problem and then start with a new map with everything we exported in it but leave the problem behind. You need to thinking critically. Did you export unit data? This is not all objected data, but just unit data. Did you do that? If not, do it. Then import it into a new map. Now play the map. Try to delete units. Does this work? If so move on to abilities. Can you export them?

    If this fails you can try doing it one ability at a time, and one unit at a time. This may seem time consuming but! it is faster than rewriting all of the abilities.

    Do you see how to debug with a strategy in mind. If you have the proper approach, you cannot fail.
    Did you try exporting the unit data into a blank map?

    If you do this you may be able to isolate the problem by process of elimination.
    I have custom stats in my current project. It's Diablo II. I use dexerity, strength and vitality. It's pretty easy to make them. Any luck isolating and removing your bug? Feel free to use my AoS terrain. Maybe I should post it as a template.
    Don't get discouraged there is a solution, but you will have to find it. Try the oldest version you have and export the unit data. Then import just the unit data into a blank map. See if that map crashes. Then try it again, but then with just the ability data. See if that map crashes. Locate the bug by process of elimination. Don't worry your not stupid.

    Alpha AoS got too heavy and lagged. I had to abandon it. Too many units having too many orders. Too many doodads. The manabars system was rough then too. I've made it better, maybe I should go back to it at some point.
    I looked at some of your maps after I wrote that. They look pretty nice. The only thing is that some still have bugs. People complained about Last Blade having a fatal error during a certain duel. I'm not trying to give you a hard time. You do nice work, but I am trying to make sure you get to enjoy the benefit of your hard work. Bugs like this can ruin a map.
    It has nothing to do with the MPQ.

    http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/importing-exporting-object-data-we-34294/

    Lesson one: Use google to find answers to your questions. Here I searched "Hiveworkshop transfer editor data" to find this tutorial. I had to check a few threads but it took under 5 minutes. This is the fastest way to learn and will help you learn a lot more than asking people for help. But, if you do have questions, you should also feel free to ask me. "I will do what I can." -Dreanei Worker


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    but I created a map with 91 custom heroes, for players that like that, you mean that I would stop at a number of triggers/spells/custom Units

    But dota have 128 heroes how can Ice frog manage all of that?
    ----------
    You can use editor spells, the fewer triggers the better. You can have 100 custom units that's fine, but you had 1000 units already in the map and 9000 doodads. Your map is 10 MBs. You can also have a lot of triggers, but you had a super-super lot of them. You also had triggers that recreate OE spells? Do you even know JASS? You had a lot of JASS in there too. JASS is great of course but if you don't understand it you probably shouldn't use it. I really only know the most simple basics of JASS. There is no magic number to stop at, but you should be thinking about efficiency. Every piece of data has a cost. Spend your memory wisely. The first thing you should do when making a map is set a realistic goal for yourself. For beginners, creating a massive hero arena is probably not realistic. Try creating a simple AoS before attempting a mammoth defense map. Create spell systems and item systems in test maps first to make sure they work. Create variables for everything you use in triggers. Locations, players, units, groups, real values, integers, and special effects should always be variables and should be nulled when not in use. Triggers should run as little as possible. Don't loop every .03 when 0.30 will work just as well. Even a map with 100 heroes can run light.
    Try copying all the object data from a safe version to a new map. Then copy all of the triggers and terrain. Maybe that will work.
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