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Crucial question about custom units vs standard units

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Copying any ability as new custom ability OR editing standard ability keeps the same size in the editor?
Currently i am trying to delete unused abilites, units etc etc.

In other words, i have a 728 custom abilities. Transferring 300 of them with their stantard versions makes difference? As i know it is not. I just want to make sure about that
 
As long as you do not use third party map "optimizer" tools, any custom ability or modified standard ability data will be saved in a binary .w3a changeset inside your map. The data only includes the ability ID and a list of what changed, so the more custom pink rows your ability has the more space it would theoretically take to store.

In that system, whether the modification declares a new Ability or is a modification to an existing Ability, I do not recall a file size difference. If there is such a difference, it would be so tiny to the point that it simply does not matter.

Here's an example where I think the parser reads the same length of data for a standard or custom unit when parsing this format in a 3rd party tool:
 
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I am very sorry about that but English is not my native language and i can barely understand what you are trying to say. I am reading description but still i don't understand what is it doing :(
Are you talking about "original file" or "optimized file" because i am talking about original file.
Everytime when i try to test something, i cannot use test map function because it takes minimum 90 seconds to load.
And it is terribly boring optimizing map over and over again because sometimes i am going to test 50 times in a row. This is why i am creating everything in empty map, then importing everything my map.


As long as you do not use third party map "optimizer" tools, any custom ability or modified standard ability data will be saved in a binary .w3a changeset inside your map. The data only includes the ability ID and a list of what changed, so the more custom pink rows your ability has the more space it would theoretically take to store.

Can we make it clear please? Is that means finding 1000 standard thunder clap abilities (let's assume game already 1000 thunder clap abilities) and editing from their original ID's saves less space than copying these 1000 abilities and working on them?
 
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Uncle

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The main point to focus on which was referring to the original map: "it would be so tiny to the point that it simply does not matter".

I believe the long loading times is due to your triggers / preplaced objects on the map. I'm pretty sure that's what would really slow you down.

You could try saving the map as a new file, deleting all of the triggers, and then testing to see the difference. You could also do the same with preplaced objects.
 
Level 18
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The main point to focus on which was referring to the original map: "it would be so tiny to the point that it simply does not matter".

I believe the long loading times is due to your triggers / preplaced objects on the map. I'm pretty sure that's what would really slow you down.

You could try saving the map as a new file, deleting all of the triggers, and then testing to see the difference. You could also do the same with preplaced objects.
It does. After amount of object and abilities, loading times increases greatly. Sometimes i have to create test map. When i duplicated my map and deletes "all triggers" and press test, still i am waiting for a long time.
But when i delete approximately 250+ object and/or abilities, loading times decreases greatly.
I have total 1375 custom objects total.

But let's return to my question.

Map 1: 235 Neutral Hostile abilities changed from their original locations.
Map 2: 235 Neutral Hostile abilties duplicated and changed duplicated spells.

It does make any difference?

I have to learn this because probably i will transfer 300+ custom objects to original abilities.
For example i have a firebolt spell, i will transfer it to original firebolt IF it helps me to reduce waiting times when i try to test map.
 
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