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Heavy Locker

06-17-2003, 04:18 AM#61
BlacKDicK
Quote:
For now I will see if I can get around this but maybe you could fix it to allow for this ?

Ok, I´ll try to take a look on it, thanks.
EDIT: Uploaded 0.1.6 , wich probably fixes this MicrosoftXP.

Quote:
This means that I could add support for creating ones with different block sizes with little modification.

Hey, that would be really cool SF. :D

Quote:
There is another way of getting different block sizes other than what you did, and I think it would probably be a little more reliable. You could have the code close the archive after creating it, modify the block size in the actual mpq archive, then reopen it. This should work with any version of SFmpq.
Yeah, it will work pretty nice with SFmpq, but not with storm. (guess storm uses the info from the mpq header while uncompressig the files, as the buffer len).

Quote:
BTW, why are you using 1 MB block sizes?!
1 MB (lvl 11) is a little bit large, I know. ;) I think 64K (lvl 7) its good enough, but I wanted to let the user decide wich one to use.
The files (there are some exceptions, war3.mpq for an example) compress better using larger blocks and we also save some extra bytes from the block header (those 4 bytes for each block) since we´re using less blocks. It´s not the same thing as you sugested (just change it on the MPQ Header) since I really need to increase the block size on each compressed file to reduce the number of blocks and get a better compression , not just change it on the mpq header.

I know that closing and reopening it could be a nice idea but this would make things even more complicated, since I´m also using another tricks to set the MPQ starting offset other than 0, to add suport to file header and file tails. (basically, to make things work with W3M headers).
BTW, 1.7.0.3 is working nicely, (thanks to you). I don´t see any reason to use 1.8.0.1. Who knows what the future will bring to us?? Maybe a "MpqOpenArchiveForUpdateEx" with another extra parameter (blockSize)?? :D

EDIT: BTW SF do you know why WAVE COMPRESSION get worst compression rates when using larger block values? This is weird, at lvl 11 for an example they almost don't get compressed at all. This is strange coz if we use lvl 2 with WAVE COMPRESSION we can get better results than the "default" (lvl 3) Blizzard ones. How the buff-size is used with the WAVE COMPRESSION. For now, I´m also using ZLIB with Waves due to this weird behavior.
06-28-2003, 11:42 AM#62
Darg
Has anyone ever had problems with upgrade requirements not working after using heavylock?

I have a map where, after applying heavylock to it, causes all upgrade requirements for races OTHER than human to not work at all. The human requirements work perfectly fine. It's almost as if the requirements changes I've specified in upgradefunc.txt aren't working or have been deleted for some reason.

I have an english version of war3 btw, and I'm using heavylock version 0.1.6.

edit: let me do a little bit more testing with the various options and i'll post back

edit2: the option "clean txt/j/ai" under "use map optimizations" is causing the problem
06-28-2003, 08:16 PM#63
BlacKDicK
Can you send your map to [email protected] ? I will take a look on it and try to fix this.
06-29-2003, 07:44 AM#64
Krakou
I have noticed a similar pb with the option Clean SLK. With this option my modified doodads are all messed up, certainely because of corruption of Doodads.slk
06-30-2003, 07:19 AM#65
BlacKDicK
Darg, I think i fixed this on the new version (0.1.7). It also has some other small changes. Note that altough some FT files are suported, I did not test it yet with the FT. And you don´t need to worry, I only use your map to fix the HEAVY LOCKER bugs, I didn´t even play it. Let´s wait for your final version.

Krakou Can you plz send me that SLK to my email? Not the whole MPQ again (lol , :ggani:) , just the SLK. It is good you saw this problem coz I´ve been mainly testing the SLK feature with "Ability" and "Unit" SLKs, not with "Doodad" SLKs.
06-30-2003, 12:27 PM#66
Darg
Thanks BlackDick, you fixed it quicker than I would have expected - now this is what I call service!

I'll download the latest version now.
06-30-2003, 07:13 PM#67
Krakou
It is the doodads.slk provided with UMSWE3.6.
07-03-2003, 12:01 PM#68
BlacKDicK
Uploaded 0.1.8 with some small changes.
I still need to fix the SLK optmization code.
BTW Krakou, I got your doodads.slk above and I have one question: Is this doodads.slk above BEFORE or AFTER using HeavyLocker?
07-03-2003, 02:54 PM#69
Krakou
Before.
07-03-2003, 07:42 PM#70
Electricall
Quote:
Originally posted by BlacKDicK
It´s my nick not my name, I´m not even black. It´s a long story, let´s just say that my friends here in Brazil call me "Braulio Negão", wich turns to be BlacKDicK in english. Altough sometimes it may sound "offensive", it´s unique. Never found another "BlacKDicK" on the net over the past 8 years. Nobody seem to be that dumb as I am :D

There we go the WINMPQ MOD (bin+src) ...


I've been wondering about that for quite some time... Thanks for clearing it up :)
07-03-2003, 07:54 PM#71
Silenkiller
Sorry for my newbism.. but how the heck does this program work? When I download the file attachment on the first post, the only thing that downloads is a .php file. Thats it. Am I missing something here?
07-03-2003, 09:18 PM#72
Krakou
Try to rename the .php in .zip
07-08-2003, 02:39 AM#73
Guest
Ummm for a protection thing couldn't you just like protect it how blizzard protects there Movie MPQ's or is there a way in those mpqs (I've been trying for a while). War3 opens the blizzard mpq2 for movies but nothing else can read em.
07-08-2003, 03:29 AM#74
BlacKDicK
The movies are actually AVI encoded with DivX. Just rename it to .AVI and open on yuor media player (requires DIvX codec). They´re not MPQ.
07-08-2003, 03:51 AM#75
Guest
hehe thankz never thought of that