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Wc3 Map Optimizer 3.0b

12-01-2004, 05:18 PM#46
Guest
hi Vex here is the script file. the name of the function which does not work is "Buy TowerFromPlayer", situated at the end of the custom script code.
12-01-2004, 05:27 PM#47
Guest
Hi Vex here is my map's script. The function that becomes corrupted is the last one in the custom script code. Thanks for helping me !!
12-01-2004, 09:47 PM#48
Vexorian
Quote:
Originally Posted by the boomwolf
dose it work good with WEU too?
WeU is just a mod for World Editor, so it would work
12-02-2004, 06:34 PM#49
Guest
script file for Vex (I thought I already posted this up)
12-09-2004, 07:10 PM#50
Guest
For Vex only
12-14-2004, 05:40 PM#51
Guest
<For Vex only>
12-15-2004, 04:44 AM#52
Guest
nice job on making the optimizer. only thing i dont understand is why it wont show me the triggers. i use the optimizer to unlock protected maps but it never gives me any triggers. also when theres a map which has a preview picture, it doesnt show up.
12-15-2004, 10:15 PM#53
Vexorian
Quote:
Originally Posted by rosen1
nice job on making the optimizer. only thing i dont understand is why it wont show me the triggers. i use the optimizer to unlock protected maps but it never gives me any triggers. also when theres a map which has a preview picture, it doesnt show up.
This will 'protect' maps ,won't 'unprotect' maps

Version 2.0 arrived, not too much, things like fixing a bug from Pantocrator, and doing what blackdick said in his post will come in 2.1
12-17-2004, 03:20 PM#54
LucidSnake
Ok Lord Vexorian here's my script:
12-18-2004, 04:17 PM#55
Vexorian
Quote:
Originally Posted by LucidSnake
Ok Vexorian here's my script:
Thanks to Lucid Snake I found a really bad bug with big scripts. Updated to 2.1
12-19-2004, 06:52 PM#56
Vexorian
I know I probably update this too often sometimes, but this is an important update indeed, Anti BJ and the remove useless code methods have new features, I fixed 3 major bugs, Array initialization merge is incredibly fast, and I think I finally made it international languages compatible.
12-21-2004, 04:20 PM#57
Yamaha R1
Can I ask what it does during the Array initialization merge, function optomization, and conditions?

WE seems to make a lot of functions for basic triggers. If you have an if/then/else multiple functions, there will be functions for every condition there, and thats pretty wastefull & messy.

Also, one of map inits use for loop 'a' to set large integer arrays. (I have multple init triggers) Will it be dangerous to optimize it with the array init merge?

I have several hundred triggers so I am very curious. The newer versions of HL kill my map every time, so I am looking for alternatives.
12-26-2004, 11:05 PM#58
Bibendus
I tried the 2.2 version and i lost much time trying to understand why this program didnt work.
Finally i enabled/disabled each option and i found that "Merge Initialization Functions" corrupts my map and doesnt allow to start a game using it.

Now i enable all other options and it works greatly with big space saved :D
12-27-2004, 10:02 PM#59
Vexorian
Quote:
Originally Posted by Bibendus
I tried the 2.2 version and i lost much time trying to understand why this program didnt work.
Finally i enabled/disabled each option and i found that "Merge Initialization Functions" corrupts my map and doesnt allow to start a game using it.

Now i enable all other options and it works greatly with big space saved :D
It is a bug surelly, you'll have to send me your map's script, so I can fix it, only if you want, certain combination.

I also have locals and loops in the initialization of my triggers, the program takes care on that stuff, don't worry
01-20-2005, 11:25 PM#60
Guest
How did u get it to make it 35% smaller, when i do it its only 1.## and i use the highest bufer size.