Topic
(Sticky)
Comprehensive List of Known Editor Bugs
|
Edited by Sixen on 4/26/11 8:25 PM (PDT)
Notes
This is a collective effort to inform both Blizzard and the wider map-making community of bugs currently present in the editor. If you are aware of a bug not listed here, please contribute! I will verify posted bugs and then add it to the list. Include work-arounds if you know of them so fellow map-makers can forge ahead with their creations while Blizzard works on a patch. If the bug is complicated in nature, please provide a unit case demonstrating the bug so that I may verify it. Bugs that I cannot verify nor reproduce will not be added to the list. If you see something incorrect (technically, grammatically or otherwise) please let me know. Big thanks to SiNiquity#310 for getting this started and to Renee#494 for submitting a ton of bugs. Galaxy Editor Version: 1.3.3 PTR (18468): All bugs have been verified up to this version. Total Number of Bugs Outstanding: 23 --Terrain-- (1) • The graphic for palette size is not updating when changing between Terrain and Pathing layers Example: Set the palette size to 16. Change -directly- to the pathing layer and observe that the physical size of the displayed palette is 16, but the actual palette size is 0.5 (and will paint 0.5). --Triggers-- (16) • CTRL+W Hotkey creates new function definition when an action definition is highlighted Expected behavior would be for a new action definition to be created. • (Sometimes) Changes to mod libraries not reflected in map utilizing mod until reloaded in editor. I haven't nailed down precisely when this occurs yet, but it seems to occur most often after reorganizing a trigger library by adding new folders and placing new definitions in the new folder. • Event: Supplies Changed incorrectly calculated if cargo ship with units inside dies It only gives the supply change for losing the cargo ship, but does not count the units inside that also died. • Erroneous generation of Event Player Property Changed: Supplies Used Changed Whenever a unit completes building, the event is fired. This should not happen as the supplies did not change upon unit completion. It does correctly fire upon initial unit training. • UnitGetAttachmentPoint() always return null
• PathingModify() doesn't work
• UnitInventoryMove() doesn't work on irregular inventory.
• Can't create a "flash" dialog item type The diablog item type neither labeled as "Blizzard only" in Native.galaxy or in Trigger Editor, but if you try to create a flash item, there will be a script error message :"Calling 'CreateDialogControl' is not authorized". • Using illegal dialog item template crash the game Starcraft II is better than Warcraft III in the robustness of the game. It crash less than WC3. But when you trying to create a dialog item with a illegal template (DialogControlCreateFromTemplate() ) it will crash the game. • ActorScopeGetText() & ActorGetText() returns nothing When we try to debugging the actor system, these two galaxy function does nothing. We can't get the debug information of actors before blizzard do some fix. • UnitBehaviorHasFlag() misfunction.
• VisEnable() misfunction.(Visibility - Enable/Disable Visibility) Disable Black Mask is suppose to make the entire map look like has been explored, clear all masks darker than normal fog of war and we can see enemy building's snapshot. • Create ActorScope with trigger function ActorScopeCreate() always throw erorrs. Using ActorScopeCreate() to create an actorscope will aways throw a error message: Trigger Error in 'xxx': Could not create actor scope. • Actor Created with Trigger ActorMessage "Create" doesn't set it's ::Creator reference to it's Creator. It's strange, that send actor message with trigger behaviors different with send actor message in actor editor. • ActorRegionSend() Crash the game when trying to send a actor event as a term. If you send actor message with ActorRegionSend() function, and pass the "terms" parameter with a actor event, it will crash the game. • Trigger Action "Melee - Set default melee options for all players" disable hero XP gaining Since 1.2.0 ptr, using action "Melee - Set default melee options for all players" will disable all XP gaining. I reported this in ptr, but no fix. --Data-- (6) • Extraneous Larva Ability The Larva Unit has the following properties under CUnit_CardLayouts_LayoutButtons: • SuppressTurning flag in Buff also suppress moving If you set CBehaviorBuff.Modification.ModifyFlags[SuppressTurning] to true, then the unit which carry this buff can't turn around, but it will also lost the ability to move, even if you set the Turn Before Move flag of this unit to false. • "EDSTR_WATER_ALTERNATESETTING=Alternate Setting" should not localizable Editor string "EDSTR_WATER_ALTERNATESETTING" should not localizable since the value will save to the WaterData.xml. • Set Unit Bounty(XP) with "Set Unit Property" doesn't really work. For exmaple, if we have a marine, whose bounty XP is 10, and we use "Set Unit Property" to make it's bounty XP to 500. Then we use "Get Unit Property" to check, it will shows that we have successfully set it's bounty XP to 500. • GameData shows wrong content in Import Module preview. If we did any modify in the Data Module and save, then open the map again, the GameData in Import Module preview will show the wrong content. • Item Abilites doesn't have cursor splats(In fact Item Abilities were not considered as true Abilites, we need a item cursor actor event) We got a new item type CItemAbil since 1.2.0. But if we put a ability into these items -- for example a Psi Storm Item, it won't send "Abil.PsiStorm.Cursor" event to the actor system, since the abilities in items are not "True" abilities. Thus, there is no way to create cursor splats when we try to cast a item ability. Add a new term like "item.xxx.cursor" event into actor system will be good. ________________________________________________ The Chat Gem Lives! |
|
Edited by Onetwo on 3/9/11 10:14 PM (PST)
I can't confirm this bug 100%, but in Death Haven (as I mentioned in the post on sc2mapster), I have several 'kill ranks' customized from the default blizz ones and they aren't coming up properly after a certain amount of kills. (this is specified in actor's unit kill rank+ field, or in game UI data... i tried both)
E.g. I entered it in this order: Private (0 kills) Sergeant (30 Kills) Lieutenant (100 Kills) Captain (500 Kills) Major (2000 Kills) Vice Commander (5000 Kills) Commander (10000 Kills) Elite (20000 Kills) Yet when any hero got 500 kills it said 'commander' and after that it bugs to seemingly random ranks too. Here's an image: http://static.sc2mapster.com/content/attachments/13/988/Untitled.png |
• CTRL+W Hotkey creates new function when action is highlighted New action is CTRL+R and it always has been O_o |
|
The search field in the Previewer doesn't parse the whole string. IE if I am looking for "OpticFlare.m3" and I type "flare" into the search field it doesn't find it. There also seems to be no consistency with the fields organization of assets in terms of Editor.Prefix. Some drop-down fields list assets with the prefix, others do not.
|
|
Edited by SiNiquity on 3/14/11 7:13 PM (PDT)
• CTRL+W Hotkey creates new function when action is highlighted O_o Ctrl+W is the "New element" command which will create a new element of the type you currently have highlighted. For example, if you have a comment highlighted and hit "Ctrl+W" it will create a new comment (or new trigger if trigger is highlighted, etc.). However in the case of an action definition, a new function definition is created instead. Sorry I should have been more descriptive. Thanks for finally stickying this Sixen. Edit: Also Ctrl+Alt+R (the new action definition) appears to work for me as of the current patch, so that's an additional bug that has been fixed. Thanks Blizzard :) |
|
Also, for the following bug:
Libraries which are not explicitly referenced in a map's triggers are not initialized.
If this is the intended behavior, then disallow Map Initializing events in libraries. Otherwise the behavior, while well-defined, is not intuitive (call nothing --> nothing from the library is run; call any function in the library--> that function is run, but so are all the triggers with map initialization events). |
|
Just thought id post in case yall didnt know bout this.... on my first map i made...i did all my trigger and unit work first..before adding doodads and now at some point everytime i start over on my map from when all my stuff worked. after heavily doodading my unit groups will no longer work...it just says in game that there is no units in the corresponding unit group. I have 4 unit groups in my map and as soon as doodading none of them work
|
|
Edited by Sixen on 3/15/11 1:16 AM (PDT)
I compared the list of changes to the 1.3 patch notes and it doesn't look like any of these changes have been fixed just yet.
"List of possible values for function parameters is incomplete" on our list may coincide with "Fixed an issue where certain data fields would not list all possible values," if anyone can double-check that for me. Like I said, family is over! I have an update waiting (I need them to up the character limit for the thread so I can post the entire update) that contains all of Renee's bugs as well... That makes 31 Triggers, 1 Terrain, and 5 Data. From here, i'll probably go through and clean up the BML and any typo's, I just figured content should be done ASAP. ________________________________________________ The Chat Gem Lives! |
|
Edited by Renee on 3/15/11 1:11 PM (PDT)
I compared the list of changes to the 1.3 patch notes and it doesn't look like any of these changes have been fixed just yet. Seriously? Updating the bug list by checking the patch notes only? In fact almost all of them got fixed in 1.3.0 PTR, Or I would have already added them into my own bug list thread. And I started my own bug report thread just because this thread haven't updated for a long time, and almost all of them have been fixed. Here're things that already have been fixed in 1.3.0 PTR or not even a bug:
Dialog Item Panels may crash the game when destroyed - fixed in 1.3.0 GUI sometimes does not show valid presets - This is not even a bug. They just haven't imported all things into GUI.There'er many galaxy funtions and constants doesn't exist in GUI, it's not a bug. Event Player Property Changed missing Any Player preset - same as above. The action Tactical AI - Cast has a typo and is currently spelled Tacfical - fixed in 1.3.0 Set Progress of <Unit> to 100% cancels the unit being trained - fixed in 1.3.0(And it's in the Patch note) Using a type before it's defined produces a Syntax Error - I won't say its a bug. A compiler that just tells you "syntax error" when you have syntax errors and doesn't provide detail informations is a bug? No. The compiler can use some improvement? Yes. CTRL+W Hotkey creates new function when action is highlighted - fixed Supplies used / Unit Progress starts interaction is inconsistent - fixed Can't edit Control Group 0 - fixed Libraries which are not explicitly referenced in a map's triggers are not initialized - It's not a bug and it is intended. The trigger lib won't initialized by default, the offical way to load a trigger lib automactlly is adding your Lib ID to the 'Trigger Libraries - Identifier' field within the 'Default SC2 Gameplay Settings' in the Data module. But if you haven't set this field but have explicitly called functions in the lib, the compiler will intelligently inital the trigger lib for you too. You can check the Editor Tips that added in 1.2.0 for this. List of possible values for function parameters is incomplete - fixed. The Halt command is mislabeled - It's never been a bug. Since the "Cancel" label in GUI is the name of it's default button, the name of default botton is never needed to be the same as the name of the command. Spine/SporeCrawlerRoot abilities are Protoss abilities instead of Zerg - Even if they still categorized as protoss, it's not a bug. It's just a editor category doesn't affect any things. No build / spawn ground flags for terrain do not work - Fixed, and actually the CTerrainTex.Pathing field is never intended to be used, they have removed this field in 1.3.0 So there're only 3 bugs in this list that exist now in 1.3.0 PTR, and 2] and 3] are actually the same(Supplies Used Changed event). 1]The graphic for palette size is not updating when changing between Terrain and Pathing layers. 2]Erroneous generation of Event Player Property Changed: Supplies Used Changed. 3]Event: Supplies Changed incorrectly calculated if cargo ship with units inside dies. |
|
Edited by Sixen on 3/15/11 12:01 PM (PDT)
Seriously? Updating the bug list by checking the patch notes only? I have family visiting, I can't go through and test all this stuff myself until they leave, otherwise I would have, :P. Thanks for this Renee. I cleaned up everything you said and was able to fit in the bugs you listed from your thread. ________________________________________________ The Chat Gem Lives! |
|
Sixen,
I don't mean to be rude, but if you're not going to be personally responsible for the content then don't maintain it. By this I mean personally verifying claims that certain bugs do or do not exist. For example, it is easy to verify the Ctrl+W bug still exists in the current patch (highlight an action definition, hit ctrl+w, watch a function definition get created). I've updated my thread with all the bugs that I have personally verified still exist in the current PTR patch (1.3.0.18015). You've given yourself this position - please don't shirk the responsibility. Thanks, SiNiquity |
|
Edited by Potato on 3/15/11 6:45 PM (PDT)
I have two bugs related to "Duplication" .
Bug #1 - When you duplicate a unit with a morphing ability (units with burrow/unburrow confirmed) and you check so that it duplicates both units ("Drone" and "Drone (Burrowed)", and the "Burrow" ability for example), it will change the name of the original (unmodified) version of the unit + "Copy" at the end of the name. The work around to this bug is to simply duplicate both units separately (duplicate Drone + "Drone (Burrowed)" separately and do not duplicate the morphing ability such as burrow/unburrow at the same time as the unit; do those separately too). 2. I have another bug related to duplicating - I'm not sure if there is a "switch" to turn this on/off or it's a bug but it's inconsistent and not explained so it seems to be a bug. Also there two parts to this bug (see "3." for info how to reproduce). (Note - Whenever I say "Modified", that means the object's data has been modified from the normal default values. When I said "Unmodified", that means the object's data has not been modified at all and is set to the default). Background info - All data objects in the data editor has a field called "Based On:" (you can find the field by right clicking on an object in the data editor, and clicking "Modify Unit" for example). Normally when you duplicate an object, it will be "Based On: Default Settings". This is good, I want the new duplicated object to be "Based On: Default Settings". (The Bug) However for some odd reason, *"sometimes" whenever you "Duplicate" aunit (for other object types, this doesn't occur), it's "Based On:" settings will be set to be "Based On: <Whatever the unit you duplicated>". *It seems to be based on whether or not the duplicated unit is modified (any value [such as HP for example] is modified from the default) or unmodified though I also find that inconsistent too. (Note see part 3 below for more info on how to reproduce this bug. I found it inconsistent) For example, lets say I duplicate an "unmodified" "Marine" - It's "Right Click > Modify Unit > "Based On:" settings will be "Based On: Default Settings". However when I duplicate a "modified" "Marine" - It's "Right Click > Modify Unit > "Based On:" settings will be "Based On: Marine". That means that the unit is linked and anytime I edited the marine, it will edit the duplicated marine also (if the fields do not conflict that is). Suggestion - Can there be an option added "duplicating objects" that allows the user to decide whether they want to have "Based On:" be set to "Based On: Default Settings"(recommended) [while the duplicated values are copied from the original] or "Based On: <Duplicated Unit>"(not recommended)? I duplicate objects to save time but for some reason, I've encountered a few odd bugs and annoyances due to the duplicated object (units affected mainly) being "Based On: <Duplicated Object" rather than being "Based On: Default Settings". Workaround - The workaround is to right click the duplicated unit > Modify Unit > manually select "Based On: Default Settings" for the duplicated unit then (in the same menu) click "Copy From" and select the original unit to copy the values from. 3. Duplication bug from above continued (how to reproduce): When I was trying to reproduce the bug I noticed that it did not work when I modified marine (I modified the health to 450) and duplicated. It was "Based On: Default Settings". This worked in the past which is odd. However what I did next is try it with the "Supply Depot". First I duplicated it (unmodified, the Supply Depot's name was in blue) and it's right click > Modify Unit > "Based On:" was set to "Default Settings". I "Undo" (and I also tested it on a fresh new map too to make sure). This time I edited the Supply Depot's Life (Starting) and Life (Maximum) to 4000. Then I duplicated Supply Depot. It's right click > Modify Unit > "Based On:" was set to "Supply Depot". Note - The map was a fresh one (File > New Map) with "Liberty (Mod)" and "Liberty Multi (Mod)" only. Also I only duplicated the unit and nothing else for the test. Again I'm not sure if the above is really a bug or some sort of feature (I know linking is supposed to be an option) but again it's seems inconsistent and I can't find a way to turn it on/off. Anyway I hope my post and suggestion were understandable, if not, please reply. |
|
Edited by Sixen on 3/15/11 7:52 PM (PDT)
But it doesn't...? Unless i'm doing something wrong, it creates a new Action for me... In both the 1.2.2 Editor and the 1.3.0 Editor. Renee reported that stuff, she/he is 99% of the time spot on and has been modding since prior to GE was released in the Beta with a couple of us. I'm not one to challenge Renee, :P. @Potato: I'll go through your post in a little bit, ;). ________________________________________________ The Chat Gem Lives! |
This should have been fixed in 1.2.x, but all my tests are on PC. Are you using MAC client? |
|
Edited by Renee on 3/16/11 12:32 AM (PDT)
By the way, if you want your trigger lib in your mod could be automatically loaded by default when other maps depend on it.
Just modify the 'Trigger Libraries - Identifier' field within the 'Default SC2 Gameplay Settings' in Your Mod. It's actually what the Liberty lib did. Since the maps depend on your mod will inherit the data of you mod. The 'Trigger Libraries - Identifier' field in these maps will include your trigger lib as well. |








