| 11-24-2003, 05:07 AM | #226 |
*Insert comment pestering BD for the new heavy locker here* Just kidding, take your time :D And by the way, everyone rate the first post! (And I can't believe some jerk gave it a -1). This is a great program and deserves a rating from everyone who uses it. |
| 11-24-2003, 08:25 PM | #227 | |
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So, I have a new suggestion for Heavy Locker: It should convert all imported WAVes to MP3 (with a quality setting). I suggest to use Lame (MP3 Encoder) for that. |
| 11-24-2003, 09:15 PM | #228 |
how do i change to a mp3? |
| 11-25-2003, 06:58 AM | #229 | |
I uploaded 0.2.9, allowing users to set the block level. Note that if your map has waves, you should try ZLIB "OFF" and a small block level (3 or less). If you are sure your map does not have any wave, you should use ZLIB "ON" and set the block level to auto-detect. Quote:
You will need a wav->mp3 encoder. You can use the Windows tool "Sound Recorder" and try to save it as Mpeg layer 3 instead of the standard PCM. Starcraftfreak, I may eventually use the LAME encoder. The problem is: I´m still learning how to make that thing work, so I will probably focus on rewriting the HL and then I´ll move to WAV->MP3 conversion. |
| 11-25-2003, 07:30 PM | #230 | |
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I appreciate that you at least consider that feature. I think it would be a good feature for HL, as it would increase the compression in some cases radically. @All people who don't know about how to encode to MP3 I suggest to use freeware like CDex (actually a CD ripping tool, but also good for MP3 encoding). I use the Lame commandline tool, but commandline isn't good for anyone. I suggest to avoid using the Sound Recorder and the embedded MP3 codec, as this one is very limited. |
| 11-25-2003, 08:47 PM | #231 |
I have a slight problem. I was ready to release my map for Beta Testing, so I decided to lock it. Well no matter what I do I have the same problem after locking it. The problem is that one of my units Models (Custom Imported) dissappears after locking, and all units that use that model become invisible and unselectable (some are workers so they can still be "Selected" by clicking the "Idle workers" button). I have multiple custom models in my map, and they all work fine normally. And only the 1 stops showing up after being protected, the others still work fine. I am using: Full Lock Buffersize = AutoDetect Obfuscate = Level 0 Things Tried: Changed the models path With/Without Force ZLIB-Deflate With/Without Doodad optimization Tried with each level of obfuscate Changed minimap quality to 25,50,75 (NOTE: didn't think the minimap would be a factor, but was trying everything. NOTE2: when "Doodad Optimization" is selected the map will not display the player/forces in the create game window. NOTE3: When I changed the path the model showed up fine prior to locking and still disappeared after locking.) Map Stats: -Doodads: 79 -Preplaced units: 163 ---Number of preplaced units that use this model: 13 (all but 1 per player of these are removed on init, up to 8 players in game) -Imported Files: 20 ---Skins: 3 ---Icons: 9 ---Models: 7 ---Scripts: 1 (blizzard.j) All the other models load fine after locking. The model used that suddenly stops working after locking is the Wooden Infernal found Here. made by C)n-ShadowHawk. PS. Map was made with WEU, though all other models work fine, so WEU prolly has nothing to do with this problem. |
| 11-25-2003, 10:38 PM | #232 |
When HeavyLocker starts to build the new map-file it need to read the sources from the input map-file. And since you´re using a custom model with a custom path, it will not detect that model inside the map. Heavy Locker needs to know all the files that it will add onto the new map, and it is doing this by checking the internal map-listfile and external lists. Suggestion: Use a external listfile and add your model path to this listfile, then set HeavyLocker to use this external listfile. |
| 11-26-2003, 04:03 AM | #233 |
If thats the case then why do all the other models work fine? There is nothing different about the way any of them were imported. None of them have custom paths (except when I was troubleshooting the one I did temp give it a custom path, but when it didn't work I restored it to its default path.) the only things that have custom paths are the skins, and the other models that use the custom pathed skins work fine. EDIT: Could it have anything to do with the fact that when I do the "Save As" the very first file it adds to the saved map is the model for the wooden infernal? EDIT2: I even tried doing a "Preview Only" lock instead of a full lock and had the same problem. |
| 11-27-2003, 06:10 AM | #234 | ||
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I don´t think so. The order the files are added is not important. Quote:
The lock type actually will not make diference in this case. This is weird, I never saw a problem like that. Can you send both the unprotected and the protected versions to me, so I can take a look and try to figure it out. [email protected] |
| 11-27-2003, 11:28 AM | #235 |
where can i get 2.09? i only saw 2.08. your locker is a bit hard to use. if u click on "include listfile" then "lock options" to level 3 obfuscicate. the listfile options are greyed out. so u dont kno if u still include them. also when u optimize/minimize the map with save as, it says its optimized but doesnt say anything about protected. i was fiddling witht he options & i thought the map was protected but i could open in the editor. then i pushed some more buttons, probably set to a higher obfuscicate level then it crashed the editor when i tried to open. i heard of programs that can unprotect maps & return to normal triggers. |
| 11-27-2003, 06:45 PM | #236 |
Ok, I sent the e-mail with the maps... its kinda a large e-mail (unprotected = .98 megs, protected = 802k) but its been sent. |
| 11-27-2003, 07:12 PM | #237 | |||||
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Well actually you know. When you protect the map, one of the features is to remove the listfile, to make things a bit harder to map stealers. Note that when you protect the map the "Include (listfile)" option is FIRST unchecked then AFTER that it is grayed. Protected maps should no have listfiles at all. Quote:
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I´m working hard to brig you this asap. I will not release any more versions till I got this new version working. Btw, it will have some nice features, such as: * It will be able to include encrypted "backups" inside protected maps, so they can be restored, just like ExtProtect does. * Those backups will be compatible with ExtProtect, meaning you will be ablte to restore the maps with either HL or ExtProtect. * Showing more info about the input archive. * Some nice auto-detect fetures. If the map does not have any embbeded WAVE, those Wave options will get automatically disabled. * It will be able to auto encode WAVs->MP3 for War/FT stuff, thanks SCFreak for the tip). MP3 will reduce the archive size even more, plus get rid of WAVes makes the archive compress even betterm due to wierd behavior of WAVEs; * Advanced control over the obfuscate thing. It will also be more stable and faster. Here is a SS for you. See the auto-detect features working: |
| 11-27-2003, 07:21 PM | #238 |
That's really good news BlacKDicK. Thanks for doing the MP3 stuff (in my opinion people should use them only, as WAVES are huge compared to MP3 with the same quality). Now that you encode them, you get rid of the WAVE compression behaviour (first block is uncompressed). That will be a very important update for HL, one of my favourite tools. |
| 11-27-2003, 07:36 PM | #239 |
Yo, BlacKDick whats up with the minimap window? HeavyLocker does change and lower the quality of the minimap in game, but in HeavyLocker itself it looks funny. Here is what it looks like when I try to lock a map: |
| 11-28-2003, 01:24 AM | #240 |
I guess it is probably a bug with JPEG library or something related to it. The Wc3 Image Extractor II also has this issue. Increase your screen bit depth to 32 bits and I guess it should work ok. EDIT: Btw, I got your Email, altough I won´t be able to do much till I finish this new HL version. |
