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Is there a limit on items?

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Level 14
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Jun 27, 2008
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Gives me low fps (around 10-15), but works.

cheeeeese.jpg


Try urself... here is the map: http://www.hiveworkshop.com/forums/pastebin_data/8u0apm/_files/Test.w3x

Wurst:
package Test

init
	let stepSize = 50.
	let iterX = 60
	let iterY = 3000 div iterX
	let start = vec2(-iterX*stepSize/2, -iterY*stepSize/2)
	var pos = start
	for int x = 0 to iterX
		pos.y = start.y
		pos.x += stepSize
		for int y = 0 to iterY
			pos.y += stepSize
			createItem('ches', pos)

€: works with penguins too:
pengu.jpg

But i had to change the ground tile to ice because they werent very happy with the default one..
 
Dude, that's a lot of cheese.

So you mean different items in the object editor? You're basicly limited to 36^3 different items (I000 to IZZZ), which is the total number of unique rawcodes reserved for custom items. So that's 46656 items. That's only the theoretical limit, though, as your map editor will probably start to lag the shit out of you once you reach like 1000.
 
Level 12
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So you mean different items in the object editor? You're basicly limited to 36^3 different items (I000 to IZZZ), which is the total number of unique rawcodes reserved for custom items. So that's 46656 items. That's only the theoretical limit, though, as your map editor will probably start to lag the shit out of you once you reach like 1000.

The theoretical limit is much higher as not only numbers and alphabet letters are allowed. Also the 'I' at the start is not obligatory but just done by the object editor.
Though I think that long before running out of the integer rawcode limit warcraft 3 would somehow crash trying to load the map.

@Dat-C3: Is this a question out of curiosity? If not you should tell us what you want, maybe theres a workaround.
 
Level 10
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Apr 18, 2009
Messages
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The real relief is not really that you got your question answered though, but the fact that we now know it works for penguins as well, and that they got their proper ice tile. In the end it all worked out fine, which is the greatest gift of all.
 
Level 26
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Aug 18, 2009
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That's only the theoretical limit, though, as your map editor will probably start to lag the shit out of you once you reach like 1000.

Not at all. Well yes, it will need time to init if you spawn them all at once as object modifications are very expensive. But after that, no and slks (that completely load on map init) are done in the blink of an eye.
 
Level 21
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Mar 27, 2012
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Object modifications in general are not expensive. I've run tests on this.

The main thing that clogs up performance is strings, because each letter in a string takes as much memory as a whole field of anything else.
Also, there seems to be a ton of overhead for strings that other things don't have.
Rawcodes are also handled as 4-letter strings for the sake of loading.

I'll take a random spell description:

Summons a phoenix that soars with blazing speed towards the target point, dealing 65/90/115 damage to enemy units in its wake and leaving a trail of blazing fire that only appears after a while for 5 seconds, dealing 25/30/35 damage per second to enemy units within the fire. The phoenix transforms into pure heat energy upon reaching its destination, dealing 175/220/265 damage to enemy units close enough to witness its transformation.

Units can be hit by both the phoenix and the explosion.


According to google drive, this is 493 characters.
That means that you can make 246.5 new critical strike abilities on which you change the chance and factor to a different value every time.
And this is just one description...
 
Not at all. Well yes, it will need time to init if you spawn them all at once as object modifications are very expensive. But after that, no and slks (that completely load on map init) are done in the blink of an eye.
Yeah but that's exactly the point. As soon as you change a value in the object editor, it will take several seconds.
 
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