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It was probally caused by my hero's (Forgot her name atm) ultimate, making creeps land ontop houses.
Believe it or not, I actualy open the editor every few days, get pissed off at how slow it is, then give up go play WoW without getting anything done.Ion wrote:You don't have to worry much 'cause Yak doesn't make this game anymore.
That's a shame.DarnYak wrote:Believe it or not, I actualy open the editor every few days, get pissed off at how slow it is, then give up go play WoW without getting anything done.Ion wrote:You don't have to worry much 'cause Yak doesn't make this game anymore.
Adding undead, unfortuantely, pushed the already stressed worldedit passed any sane person's level of tolerance.
DarnYak
The loading/saving, while a pain in the ass, isn't the entire problem. I can handle large blocks of time where I can't do anything. What I can't handle is everytime I need to add a skill/unit or anything relating to one it gives me a 10-20 second delay before responding. This isn't so bad when triggerinig, but when trying to finish stuff it's highly frustrating.Tehw00tz wrote:Can't you just like.. Open it up and go take a nap or something then program the EotA goodness?
Yea, I really need to try out some of those, but as noted above that's not the extent of the problem. It may, however, help me on those times where I spent over 2 hours trying to find one syntax error.By the way, for the JASS problems I know you've mentioned in the past (as in, it taking hours to save, and then having a code error) there's a tool called World Editor Helper that has a much better JASS syntax checker in it on WC3C, if you care.
Its not a terrain size issue. Its the number of custom abilities/items. With like 200 items (since every 1 item is acutaly 6 for each level of it), and almost every spell has at least one, if not two, dummy spells to go with it.Tehw00tz wrote:If possible would getting rid of one of the maps help? We could have a poll on which to get rid of.
I use map optimizer already. Its a wonderful tool, however it comes after all editing is done (as you can't edit the optimized map), so all it really does is cut down on load time in game. Helps editing not at all.perambulation wrote:Sounds like Yak needs some WE:Unlimited and WC3 Map Optimizer =P
BTW, check your messages.* Preprocesses //! define and //! import commands. Also merges globals.
* Enables you to open maps in Explorer while World Editor is running.
* You can choose to test maps in Window and/or OpenGL mode.
* Replaces World Editor's syntax checker with the stable PJASS.
* Has a own browser for maps.
* Backup of every map save
* Plugin support
* Easy to use with World Editor Unlimited
* Support for custom loaders in test map
Why not? I do that all the time with protected maps...the only problem I have is working with binary files, which is where stupid C++ has to come in. <_<layzie86988 wrote:Almost makes me want to go back to hand editing the files inside the MPQs like before Frozen Throne... At least then it was as fast as your favorite word processor, as long as you remembered which files needed to be changed for a given in-game element. 'Course, there's a whole host of other problems that could arise...
Seriously. I'd use it. Let me know if you actually start something like that and I'd see how I could help.Honestly, I really want to write a program that makes manual editing of MPQ's easier. Like make it command-based or something, and that way you can manually edit the triggering and the units and all the other stuff without using slow-ass World Editor.