| 10-15-2006, 07:45 PM | #1 |
All right same rules as always this time test RagingCharge , you can also test hydra so we can find out if there is a conflict- caused issue. I did not change anything of the old RagingCharge version so it should have issues. Report a bug but remember to post a replay, otherwise don't (Unless there was a crash, in that case post the crash log (wc3 folder\errors\) Updated October 17th |
| 10-16-2006, 01:30 PM | #2 |
Start testing right now. Hopefully no conflict bug with hydra. EDIT: No bugs so far (20 min testing) |
| 10-16-2006, 02:48 PM | #3 |
ok... the thing crashed... here is the error log and the replay (the crash is in the middle of charging) p/s : im not sure this is because of my com are crappy or what... but the lag is UBER when i cast raging charge towards those bunch of corrupted treant |
| 10-16-2006, 03:00 PM | #4 |
LastReplay works even when it crashes? that's good to know |
| 10-16-2006, 03:06 PM | #5 |
uhmmm... im not sure, i just uploaded the replay and the crashlog here when the thing crashed >.< edit : aik wrong replay !! (removed) yeah the replay isnt saved, my last replay was my test map for other game btw when I look through the map i found that the caster system it using is 14.0 and i was like O_o!! |
| 10-16-2006, 03:32 PM | #6 |
Yeah, sickass lag cause of all those wacky Treants, and worst thing is that I am unable to turn them off, thanks to Vex's evil little preprocessor stuff that is still present in the map. *Rawr* Anyway, 10 mins of testing with no bug yet, gonna keep trying after lunch. |
| 10-16-2006, 03:40 PM | #7 |
you can just use the preprocessor specially if you have wehelper |
| 10-16-2006, 03:44 PM | #8 |
No WeHelper atm, I wiped my comp again due to extremely bad planning on my part(oh noes I dled too much porn and got a virus....again!). So I was only able to save 14.5 gigs worth of data(I only have a couple thumb drives, and no cds in the house). And now I am on dialup....yup, dialup. So no preprocessor functionality for me 'till tomorrow. Anways, another couple mins of testing and still no bug. Time to amp it up with some mad hydras tossed in there. |
| 10-17-2006, 10:12 AM | #9 |
Vexorian - together with hydra ? ok i will test it... prepare the blood mana ;) |
| 10-17-2006, 01:03 PM | #10 |
I can't really understand why I left all those treants, a way to get rid of them is to cast testmap's invisibility when the map begins and get away of that area. With so many things around ragingcharge will get slow, I think the best thing I could do is add a unit number cap to the knockback effect, it would also be a side effect of replacing the unit group with an array |
| 10-17-2006, 07:37 PM | #11 | |
Quote:
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| 10-17-2006, 07:39 PM | #12 |
I fixed the lag there, let me upload an update --- Edit: Updated. Should fix the lag with the treants I also fixed a lot of stuff: Toadcop: I doubt it would be faster than unit groups but it is certainly better, you can do a lot more cooler things and can iterate without the need of FirstOfGroup or ForGroup, it also improves multi instancibility a lot. The actual reason of the lag seemed to be RecicleCaster, something is wrong in that function so I have to debug it |
| 10-18-2006, 07:06 PM | #13 |
No bugs again (23 min of testing) |
| 10-19-2006, 11:19 AM | #14 |
Hmm no crashing this time, but i noticed the raging charge stopped sometimes for no reason, maybe is because of the disease cloud or the item on the floor blocking, not really a big matter. so far so good :) |
| 10-19-2006, 12:51 PM | #15 |
If you hit an item with RagingCharge then it might be the reason, otherwise it is a serious bug and I'd like the replay... |
