v5.49 Bugs and Exploits

Page 2 of 2 Previous  1, 2

View previous topic View next topic Go down

Re: v5.49 Bugs and Exploits

Post by }{odge-Podge on 8/2/2012, 07:52

D3zmodos wrote:To all of those people that mention pathing problems, just keep in mind that while we can try to find ways around it (which is somewhat harder than it may sound) we, as developers, cannot directly control where creeps get pathed to or when they decide to turn around. That is a system that is built into wc3 and as such is not editable by us.

So just keep it in mind, it doesnt mean dont say anything....just keep it in mind Smile

I know it's not really my place to say and I may be wrong about this, but I do know that as developers (I was once a dev on my own maps) you guys work your butts off and do things that we cannot (JASS / vJASS etc), but would it be possible to find a way to implement an external pathing algorithm into the map in the same way that vJASS or whatever Vexorian's custom script thingy is an external extention to the JASS scripting of War3? If that makes any sense at all Tongue Undecided

It's kinda troll, but it would be interesting to know Tongue

}{odge-Podge



Posts : 313
Join date : 2010-12-08

http://tropicaltowerwars.betaboard.net

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by D3zmodos on 8/2/2012, 08:16

I guess it would be possible but judging by the way that creeps handle what they get told currently, it would be entirely unfeasible (imagine creeps not moving at all in a sort of perma-pause)

-----------------------------------------------------------------------------------------------------------------------


Avatar by Jared1481 <3
avatar
D3zmodos



Posts : 76
Join date : 2010-12-25
Age : 23
Location : Cape Town

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by LeafMuncher on 8/2/2012, 21:24

Unfortunately from what I've seen, any custom pathing script tends to cause creeps to do the jerky-break-dancing-of-uselessness with more than 10 units moving at once. There were a few RPG maps using the system by only spawning creeps/bosses when heroes get close to avoid it, but in TTW's case that would make any sends completely useless.

Anyways, lets leave pathing topics to another section. If anybody wants to discuss it further please open a new topic (in TTW Discussion) and I'll move these posts there, otherwise let's keep this topic to bug reports and discussion Smile
avatar
LeafMuncher



Posts : 766
Join date : 2010-12-24
Age : 27
Location : Cape Town

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by H3katonkheir on 10/2/2012, 05:00

Dire Wolf has broken sound (it's like a gnoll or something).

-----------------------------------------------------------------------------------------------------------------------


avatar
H3katonkheir



Posts : 509
Join date : 2010-12-07
Age : 23
Location : Johannesburg (ZA)

http://tropicaltowerwars.betaboard.net

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by }{odge-Podge on 10/2/2012, 08:21

The Gnolls still have a sell timer issue for red player Sad
avatar
}{odge-Podge



Posts : 313
Join date : 2010-12-08
Age : 24
Location : Grahamstown - South Africa

http://tropicaltowerwars.betaboard.net

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by H3katonkheir on 10/2/2012, 09:49

Hodge, please supply the replay if you can. (I don't have it).
I do not think that the sell timer issue is still present there.

-----------------------------------------------------------------------------------------------------------------------


avatar
H3katonkheir



Posts : 509
Join date : 2010-12-07
Age : 23
Location : Johannesburg (ZA)

http://tropicaltowerwars.betaboard.net

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by LeafMuncher on 10/2/2012, 11:20

We changed Dire wolf to the gnoll soundset to avoid an issue present with the default wolf soundset
avatar
LeafMuncher



Posts : 766
Join date : 2010-12-24
Age : 27
Location : Cape Town

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by }{odge-Podge on 11/2/2012, 00:41

H3katonkheir wrote:Hodge, please supply the replay if you can. (I don't have it).
I do not think that the sell timer issue is still present there.

Ok, will do. Smile It might not still be there, but my stuff was taking a looooong time to sell Undecided

[EDIT]
Meh, I don't have it Undecided
avatar
}{odge-Podge



Posts : 313
Join date : 2010-12-08
Age : 24
Location : Grahamstown - South Africa

http://tropicaltowerwars.betaboard.net

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by santubp87 on 8/5/2012, 12:54

Hello i want to report a bug

on 5.49b (new version) when you type "-random" before red write -ar , on down team mid position (my case, 3 times) you get two builder and also you get more food.

sory if it is not clear; my native language it's spanish.
ty

santubp87



Posts : 1
Join date : 2012-05-08

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by Valjavec on 8/5/2012, 14:04

Yea thats knowen bug from 5.48 which was fixed in 5.49 but returned in 5.49b Undecided im sure developers are working to fix it Smile
avatar
Valjavec



Posts : 233
Join date : 2011-08-27
Age : 23
Location : Serbia

Back to top Go down

Re: v5.49 Bugs and Exploits

Post by Sponsored content


Sponsored content


Back to top Go down

Page 2 of 2 Previous  1, 2

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum