| 04-24-2005, 04:03 AM | #106 |
no one will teach u how to open protected map .. lol |
| 04-25-2005, 03:06 AM | #107 |
I am not sure if I should really be posting this in here, but oh well... I was just wondering why your tool and Pitzermike's don't work well together. I don't know the extent of what each one does, but it seems like there should definitely be a way to make them work together. From what I understand, your tool optimizes strings and triggers, while PM's optimizes and creates slk's. I just don't get how having something in an slk makes it so much less optimizable, it seems like it should be the oposite. A tool that could both reduce map size by 20-40% and reduce loading considerably would be the best thing to come along in the community in a long time. Have you guys considered working to combine the tools? |
| 04-25-2005, 12:16 PM | #108 |
Guest | Hmmm...I don't think so.Working only with the editor is enough for me... ![]() |
| 04-25-2005, 10:04 PM | #109 | |
Quote:
Probably you missunderstood a previous post, if you widgetize a map you can freely optimize it AFTER that with the optimizer. The only issues are that it won't be able to clean editor suffixes / optimize strings, String optimizing is already done by widgetizer. And cleaning of editor suffixes and some extra slk optimization is being developed. Other thing is that the size isn't reduced very well, this is because widgetizer adds the slks and txts for every single ability in the game that has to be used by the map, so it actually increases the map space for the cost of loading time reduction. But widgetizer already increases the buffer size of the map so it might look like widgetizer reduced some map space. But if you compare when optimizing 2 maps, when one is the widgetized version, the reduction on the widgetized version will be less. But I am still able of saving 200KB after using the optimizer on the widgetized version of my map. |
| 04-27-2005, 03:57 AM | #110 |
I see. I knew you could still use it, I worded it wrong and ment why did optimzer not work to what seemed it's full potential. Since Widgitizer increases size at the same time it does some of the optimization your tool does, that is where the size reduction loss comes from. I was under the impression that because things were moved around your tool just wasn't able to do a lot of what it was ment to. Thanks. |
| 04-28-2005, 04:37 AM | #111 |
I am not sure if you have heard of this issue before, and I am sorry for repeating it if you have. I have always used your tool and it has always worked well, but now something came up. Using 2.8 I noticed that every function in my map which uses the action "Set level of ability for unit to (whatever)" doesn't work properly. It returns a value of 1, IE, the abilities stay at their default level, the function stops working. I wanted to make sure it wasn't just me, so I tested everything again, in the source file of the map (un-optimized). As expected everything worked fine. I optimized again, and they stopped working again. I have no idea why your optimizer would work with everything EXCEPT this. Maybe it's something I am checking in the program which should be left un-checked? Here is a screenshot if what I am doing with the file, using your program. http://img248.echo.cx/img248/8300/vexorians6cj.jpg Again, everything works well, EXCEPT Unit - Set Level of Ability for Unit. That stops working for good. |
| 04-28-2005, 03:48 PM | #112 | |
Surelly a bug with antibj. Thanks a lot for reporting it, I was just about to upload a new version, I will now fix it before updating. Quote:
Normal map object files are binary, and only have the stuff that was modiffied, but widgetizer uses slks which are actually text files, and the slks have to have all the data used by the map (even the one that is not modiffied) So Widgetizer Actually increases the space used by the map. But pitzermike is clever, and widgetizer actually rebuilds the map with a new buffer size so it might even reduce the space used by the map. But when you optimize it, the big files added will still be there and it will indeed reduce space but not as much as when it is not a widgetized map. |
| 04-29-2005, 03:00 PM | #113 |
Code:
2.9 : - Fixed a bug with the script loader and AntiBJ combined that sometimes stopped the map from working. - Fixed a bug with AntiBJ actually stopping the Set Unit Ability level function for GUI from working at all. - String Optimizing / Remove editor suffixes should work for object strings files too. - New Script optimizing method: Option to make sure to clean every unused function/variable. - New Map optimizing option: SLK cleaning. - Fixed some typos in this file. |
| 04-30-2005, 08:15 AM | #114 |
Guest | GREAT tool! Keep up the awesome work. I love this thing. Just one problem with the new slk cleaning feature, when the optimizer is on the "Loading: units\AbilityData.slk" stage, I get an error saying: " 'General' is not a valid integer value. " I have an AbilityData.slk file that I manually import with win MPQ, the problem is probably comming from there...? A small suggestion: Some maps, like ROC maps, use tooltips from a txt file instead of using ability data. These maps import a bunch of files like units\OrcAbilityFunc.txt, units\OrcAbilityStrings.txt, units\UndeadAbilityFunc.txt, etc. These files have data in them that could use optimizing, for example part of one file might look like this: Code:
[Apoi] Art=ReplaceableTextures\PassiveButtons\PASBTNEnvenomedSpear.blp Buttonpos=0,2 // Healing Ward (Creep) [AChw] Art=ReplaceableTextures\CommandButtons\BTNHealingWard.blp Buttonpos=0,2 Order=healingward // Rejuvenation (Furbolg) [ACr2] Art=ReplaceableTextures\CommandButtons\BTNRejuvenation.blp Buttonpos=0,2 order=rejuvination // Magic Immunity (Archimonde) [ACm2] Art=ReplaceableTextures\PassiveButtons\PASBTNMagicImmunity.blp Buttonpos=1,1 // Magic Immunity (Dragons) [ACm3] Art=ReplaceableTextures\PassiveButtons\PASBTNMagicImmunity.blp Buttonpos=1,2 As you can see, this file could be optimized by removing all of the comments and carriage returns. |
| 04-30-2005, 12:25 PM | #115 |
I would need your slk, it seems that it is something my slk format reader doesn't expect in a slk. The optimizer already handles those files. When you check optimize string usage. |
| 04-30-2005, 09:37 PM | #116 | |
Guest | Quote:
You might want to double check that, because I was looking at the data of an optimized map when I posted that...other files like war3map.j were optimized but the tooltip data was not. Attached is my slk. |
| 04-30-2005, 11:12 PM | #117 | |
Quote:
The files get optimized but it shouldn't lose data, the only things done to those files are the removal of meaning less carriage returns, or the removal of editor suffixes, unless a bug in the program is preventing that to happen, will double check |
| 05-17-2005, 03:04 AM | #118 |
Guest | found another bug: the first line of UndeadAbilityStrings.txt gets cut off, which makes the tooltip missing for that skill since the [code] is gone. |
| 05-25-2005, 06:34 AM | #119 |
Guest | Coolz :D |
| 06-16-2005, 09:34 PM | #120 |
Version 3.0. although I would have wanted some bigger additions for this round version number, it only has 3 kind of important bug fixes. |
