- Joined
- Feb 17, 2009
- Messages
- 291
Hi everyone, after reading that amazing "future of wc3" article, I had some questions regarding the latest version, and map leaks!
Let me start off by saying the map in question is an AoS, so over 1k triggers and nearly that many skills. Anyway, it's an enormous game and we're going to do some cleanup - once we know exactly what to do.
First I want to talk about versions. In 1.26 the map is unplayable because the pathing of good/bad faction troops totally goes nuts. They start walking through solid objects and blockers straight to the other end of the map. We've had to play 1.24 for years. We're excited to play the new update when it comes out but if this issue is not addressed we won't make it far. We would be in your debt if anyone knows what the cause or solution might be, or if the upcoming update might solve these issues for us.
---
Regarding leaks, I am not an expert on this topic and am learning as I go. Our game absolutely must be cleaned of them for continued multiplayer. I want to know about a few things if you guys are able to help:
1) Crashes seem very common when - seemingly unrelated to point and group leaks - multiple spells/graphics are cast/going on simultaneously around the map. We've observed this for years and it's no coincidence. Is this all part of our need to remove leaks, or something else entirely?
2) I understand how to use the custom script and create temp vars for removing common leaks. My question - Does this mean we need a different temp variable for each unique situation? Example - Hero A has a point leak, Hero B also has his own point leak. Should we make two temp vars so they do not overlap? This might sound obvious, but I ask that because if we make tons of new variables (and believe me it would be tons) I'm worried it might slow the map down more. It's a very old map and there are some now-unused variables we can't even delete because it screws up the script.
I'd also just like to disclaim that I could be wrong about that last part entirely, so feel free to correct me on any of this. More information is always better! If there is anything else that could cause these type of issues (especially in multiplayer) that would be good to know.
Thanks for reading,
-Shy
Let me start off by saying the map in question is an AoS, so over 1k triggers and nearly that many skills. Anyway, it's an enormous game and we're going to do some cleanup - once we know exactly what to do.
First I want to talk about versions. In 1.26 the map is unplayable because the pathing of good/bad faction troops totally goes nuts. They start walking through solid objects and blockers straight to the other end of the map. We've had to play 1.24 for years. We're excited to play the new update when it comes out but if this issue is not addressed we won't make it far. We would be in your debt if anyone knows what the cause or solution might be, or if the upcoming update might solve these issues for us.
---
Regarding leaks, I am not an expert on this topic and am learning as I go. Our game absolutely must be cleaned of them for continued multiplayer. I want to know about a few things if you guys are able to help:
1) Crashes seem very common when - seemingly unrelated to point and group leaks - multiple spells/graphics are cast/going on simultaneously around the map. We've observed this for years and it's no coincidence. Is this all part of our need to remove leaks, or something else entirely?
2) I understand how to use the custom script and create temp vars for removing common leaks. My question - Does this mean we need a different temp variable for each unique situation? Example - Hero A has a point leak, Hero B also has his own point leak. Should we make two temp vars so they do not overlap? This might sound obvious, but I ask that because if we make tons of new variables (and believe me it would be tons) I'm worried it might slow the map down more. It's a very old map and there are some now-unused variables we can't even delete because it screws up the script.
I'd also just like to disclaim that I could be wrong about that last part entirely, so feel free to correct me on any of this. More information is always better! If there is anything else that could cause these type of issues (especially in multiplayer) that would be good to know.
Thanks for reading,
-Shy