After Reforged, map broken. Somebody had same thing?
Wait functions of 0.01 seconds are much slower.
Lag in game even when all enemies are computers.
Wait functions of 1-2 sec are not the same too, or function “play music” has changed, in triggers.
Black, grey squares on smoke effects.
Important Unit value “Scaling Value” controls size of a unit, decreases some units projectiles iow bullets/shots, less size of unit projectile.
Symbol that moves to next text line “|n” probably not working.
Correct: happens in Classic mode. In Reforged mode squares disappear, and most projectile bigger. Function Wait 0.01 seconds improved, but is not fast as was.
If you mean the wait action then this is not a change. TriggerSleepAction (how the wait action was implemented) has always had an accuracy of at best 0.1 second but being network synchronized it is also based on latency (which has become worse) and completely unrelated to game speed (so faster or slower game speed will alter the wait duration in game time).
This is why one should use timers or periodic events. If using Lua one can use co-routines which are timer synchronized to create an accurate (like SC2) wait action.
If you mean “AI players” then this is a known issue that has existed since WC3 was released. The AI will cause stutter periodically if they fail to do something they want to do such as place a building in a crowded area or path to a player on a different pathing island from them.
If you meant lag as in ping, then that would be because you are playing online. Try testing a map in World Editor.
Known issue. Projectile scale is not being inherited properly.
Am I the only one experiencing less lag since Reforged? I’m running in Classic and custom games are actually smoother than in 1.3.1. The only problem I have is that I can’t save/load or pause more than 3 times since they essentially act line LAN games. In a way it brings me back to a time when I used to play LANs by myself to practice for MP, but the nostalgia wears off quick.
Yes. Reforged broken my custom maps. Playing custom music mostly screwed.
Custom spells which are based on Metamorph, Bear form, Raven form are broken.
Instead of the selected custom unit it alternates the unit to a default Warcraft 3
unit.
Examples:
In a Starcraft map instead of the custom unit form the game morphing the Siege Tank custom unit into the Druid of Claw default unit.
In another custom map the custom Death Knight turns into a default Demon Hunter instead of the selected custom unit when using the Metamorph based custom spell.
Yes I have experienced this aswell. Especially during the cinematics the most noticeable.
Yes it is not stripped as it is very useful and completely harmless. Be aware that coroutines are not true program threads, they act exactly like normal Lua or JASS2 threads except one has control over the yields and resumes.
They do allow one to do SC2 like trigger programming where a single thread can follow from beginning to end. One can even construct efficient, non-polling, wait for conditions such as waiting for a unit to die.
These are stripped. Even loading Lua bytecode is stripped, although one can still dynamically compile Lua from text.
Make sure this report is correct. It is possible that due to skins the models change into the melee ones but the actual unit type is the correct unit type (with wrong model).
Okay checked again. So then custom imported models are not used somehow after Reforged when using the custom spell variations of Bear Form, Raven Form, Metamorph spells.
So the unit is the correct unit type just with wrong model?
Both are realtime related. Both use TriggerSleepAction at their core. The difference is wait game-time approximately tries to synchronize to game-time by polling a timer and also leaks a handle variable when run with JASS2 virtual machine. Both still have a minimum timeout based on network latency due to TriggerSleepAction.
Lua co-routines can be used to implement a timer synchronized wait function which will wait game time with the same accuracy as a normal timer.