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Wc3optimizer5.0 issue (and hashtable issue?)

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TKF

TKF

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Have anyone experienced this issue? It seems like it ruins some systems I setup for my map cruiser command in 0.90. This is the first time I've encountered massive bugs when optimizing. I don't know if its related to the hashtables or that it don't like the standard editor. But Because JNGP doesn't support hashtables 100% i must use the normal editor.

In unoptimized version:
  • Mine with mining vessel system
  • AI Miners works perfectly
  • Asteroids system works 100%

But in optimized version:
  • Miners cannot initiate mining procedure (perhaps IssueOrder issue)
  • AI Miners can initiate mining
  • Asteroids system malfunction and doesn't get bounced or damaged, calling hashtables values fails It was my fault after all

Do anyone know this may happen? It seems to love to kill IssueOrderBJ right?
 
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Dr Super Good

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But Because JNGP doesn't support hashtables 100% i must use the normal editor.
JNGP does. I can use both GUI hashtables and JASS Hashtables in my JNGP. If it does not that is probably down to you not using the lattest patch of WarCraft III with the old 1.21 WorldEdit executable (the recommended way to run JNGP). You also need to update jasshelper and the native list it uses to reflect the modern patch otherwise it will not recognize the new natives when compiling.

We need more details as to what part of those systems is being broken. To do this you could export (extract) the systems that break from your map into a dummy map and optimize that. Although the script is still mangled it should be easy to match the optimized code to the source code as almost all script in the map should be the system that breaks. By comparing the scripts it should be possible to find what is breaking and thus work on resolving the issue (in your map, the optimizer code is not managed by us).
 

TKF

TKF

Level 19
Joined
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Messages
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JNGP does. I can use both GUI hashtables and JASS Hashtables in my JNGP. If it does not that is probably down to you not using the lattest patch of WarCraft III with the old 1.21 WorldEdit executable (the recommended way to run JNGP). You also need to update jasshelper and the native list it uses to reflect the modern patch otherwise it will not recognize the new natives when compiling.
I can partly use hashtables in GUI with JNGP, but to a limited extent


But I cannot do this in my JNGP

Hashtable - Save 6.00 as 0 of [highlight](Key (Units of type MissileUnitType[1]))[/code] in HashDamageData
I cannot set handles in GUI.

Which results in:
Code:
Trigger Database Error
[Trigger Actions] - SaveUnitPoolHandleBJ
Data section and text section have differing number of parameters (3,4).


Afaik I has the latest version unless there's a even newer version. I have 1.5e. Don't I need updated GUI stuff to input this? But I don't know what file that is. Where do I find the new native list file if its that what I need for avoiding trigger error?


Triggerhappys sticky post is bit out of date how to make the JNGP up to shape.... Doesn't mention native list.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
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Hashtable - Save 6.00 as 0 of (Key (Units of type MissileUnitType[1])) in HashDamageData
I see... Although a single line of jass easilly resolves such GUI problems. Also that line would leak a group.

Like mentioned before it would be good if you could export the systems so we could compare unoptimized and optimized versions of the systems to see what breaks them. Will the exported systems break is another question.
 
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