Actors - wtf dawg

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RazorclawX
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Re: Actors - wtf dawg

Post by RazorclawX »

IskatuMesk wrote:so um I was working on my map and went to save, and a bunch of weird random errors, like checksum errors or something, came up. I tried again, same thing. I went to save to a new map name, work. Went ingame, everything I had in the map is destroyed. All 137 megs of my data and everything.

I am not fond of alpha testing your pieces of shit, blizzard.
So it does have an upper limit that it can handle reliably.

BTW, hope you saved a backup regularly.
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Re: Actors - wtf dawg

Post by IskatuMesk »

No... the only backup I have is very old now. The editor also just corrupted the remnants in my effort to fix it.

This project is over.
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Re: Actors - wtf dawg

Post by Alevice »

was it really complicated anyway?
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Re: Actors - wtf dawg

Post by Lavarinth »

It goes without saying that everyone needs to be in a habit of Saving As, not Saving.
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Re: Actors - wtf dawg

Post by Ricky_Honejasi »

IskatuMesk wrote:They're 5mb and 200kb in size. They don't have the data anymore.
Depends, the 5 mb might manage to contain all the non-imported data.

Although I am surprised that it went so south to the point of corrupting your map.

On my side, guess it means that I should backup more often.
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Re: Actors - wtf dawg

Post by UntamedLoli »

Lavarinth wrote:It goes without saying that everyone needs to be in a habit of Saving As, not Saving.
The editor does have auto backup but el oh el they left it off by default.

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Re: Actors - wtf dawg

Post by RazorclawX »

Hunter_Killers wrote:
Lavarinth wrote:It goes without saying that everyone needs to be in a habit of Saving As, not Saving.
The editor does have auto backup but el oh el they left it off by default.
I leave that off since I leave the Editor open for hours at a time and often forget about it. But then, I was always a paranoid freak and made backups manually at regular intervals (even more so when I was working on WoS Book 6)
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Re: Actors - wtf dawg

Post by IskatuMesk »

Alevice wrote:was it really complicated anyway?
I don't think I can redo much of what I did as most of it was flukes. And if it crashes and corrupts shit now, what's to say it won't destroy a MASSIVE chunk of work like what happened with NWN2? I may have completed that project if it wasn't for the editor destroying weeks of data. I recovered the module, but all of the maps had lost their terrain data.

I can try looking at the maps with winmpq but I don't have any opens when the editor just hangs trying to open them or gives me an error.

And yeah I got into the habit of saving with max... but sc2's editor takes forever to save. Ugh.
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Re: Actors - wtf dawg

Post by RazorclawX »

IskatuMesk wrote: And yeah I got into the habit of saving with max... but sc2's editor takes forever to save. Ugh.
It actually depends on what you're saving. Galaxy Editor doesn't save anything you haven't actually edited by default (you can set it otherwise, though).
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Re: Actors - wtf dawg

Post by Ricky_Honejasi »

RazorclawX wrote:
IskatuMesk wrote: And yeah I got into the habit of saving with max... but sc2's editor takes forever to save. Ugh.
It actually depends on what you're saving. Galaxy Editor doesn't save anything you haven't actually edited by default (you can set it otherwise, though).
I think the thing might be that he actually had 150+ MB of imported data thus it re-saves that 150 MB over and over each time increasing the time considerably.
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Re: Actors - wtf dawg

Post by Alevice »

It would be wise to move all the assets and such to a mod and then make adependency. Fasten save times.
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Re: Actors - wtf dawg

Post by IskatuMesk »

It took forever to save before I even added most of the assets.

If I do decide to remake everything I'll probably port big shit to a mod just to save half the project if it dies again..
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Re: Actors - wtf dawg

Post by Ricky_Honejasi »

IskatuMesk wrote:It took forever to save before I even added most of the assets.

If I do decide to remake everything I'll probably port big shit to a mod just to save half the project if it dies again..
With that recent experience, it's probably the best way.

Note however that if your mod file is actively used on a test map, you won't be able to modify it until you close SC2 fully I believe. This can be very annoying if you put any editor data into said mod files.

In your specific case, you will probably be better off putting all imported data into the mod and let all editor data into the maps to minimize this hassle. If you do put editor data into the mod anyway, ensure it's stuff that you know that you won't edit later on or only a few times.
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Re: Actors - wtf dawg

Post by RazorclawX »

Ricky_Honejasi wrote: Note however that if your mod file is actively used on a test map, you won't be able to modify it until you close SC2 fully I believe. This can be very annoying if you put any editor data into said mod files.
You don't, actually. All you have to do is close any open maps that actually use the mod, then you can edit the mod file normally.
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