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Back to WoL 2.9: What the what?

Blogs > ChristianS
Post a Reply
ChristianS
Profile Blog Joined March 2011
United States3261 Posts
November 06 2015 06:46 GMT
#1
It seems like every time I try to do an episodic blog series, I get a couple episodes in before some massive roadblock gets in the way. In this case Blizzard decided to patch the replay system to make old replays unplayable - apparently thwarting all current hacks of the SC2 engine, but also destroying many of my replays before I got a chance to go through them to take notes and screenshots.

[image loading]
Clearly the brief amusement of my ~1000 readers is more important than the competitive integrity of the SC2 ladder. Another bone-headed move by Blizz!

In addition to this, my Battle.net or SC2 client or something managed to break in an extremely frustrating manner: SC2, despite being on the most recent patch, insisted that a) it needed to download an update, but b) it needed to wait for another game to update first (the only other game on the computer, Hearthstone, was up to date and made no effort to download any patch). Every time I tried to pause all other updates, move the SC2 update to the front of the queue, scan and repair SC2, or even uninstall the game, an error message informed me that Battle.net had encountered an error from trying to perform two actions at once, and referred me to a tech support page that essentially told me to 1) wait 15 minutes, and then 2) turn it off and on again. Once upon a time you could just boot SC2 directly by opening SC2Switcher, but apparently now it won't let you.

Ultimately I had to delete the program files of both Battle.net and Starcraft II and reinstall them to get it to work. Somehow my replays are still present, even if most of them don't work (where does it store them if not in program files?), but this has all set part three back quite a bit. Just an update for all two of you that actually read parts one and two and have been waiting for the next one.

In the meantime, though, I had a screenshot from one of my games in an (apparently) bugged SC2 client which has brought me a great deal of pleasure. I don't know how this was brought about; I assume somewhere in the code a signed int variable tried to decrement from 0, though I have no idea how I achieved this.

[image loading]
You know, I've been working on keeping up with constant worker production, and I think I've really improved.


It fixed itself when the next workers rallied to that mineral line, but I was excited enough that I thought I'd share it in a blog. If anyone has encountered this before or has any idea how to recreate this bug, I'd love to hear it. Otherwise, I hope it delights you as much as it did me. Enjoy!

**
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Dingodile
Profile Joined December 2011
4137 Posts
November 06 2015 07:48 GMT
#2
more mules are mining than workers create this bug, since patch 3.0.3
2^32-1=4294967295
Grubby | ToD | Moon | Lyn | Sky
ChristianS
Profile Blog Joined March 2011
United States3261 Posts
November 06 2015 08:08 GMT
#3
Wow, that's the first time I had more MULEs than SCVs on a base since the patch? Crazy. Obvious question, why were they messing with the code for the worker counter in Patch 3.0.3 anyway?
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
ChapatiyaqPTSM
Profile Blog Joined March 2011
France1887 Posts
November 06 2015 10:06 GMT
#4
My guess is that they weren't working on the worker count directly, but somehow changed something in another part of the code that ultimately caused that bug. If they were working on the worker count, they would have checked the result and it would have been obvious there was an error (hopefully).
LiquipediaBoy, these pretzels are makin' me thirsty.
RoomOfMush
Profile Joined March 2015
1296 Posts
November 06 2015 10:45 GMT
#5
On November 06 2015 19:06 ChapatiyaqPTSM wrote:
My guess is that they weren't working on the worker count directly, but somehow changed something in another part of the code that ultimately caused that bug. If they were working on the worker count, they would have checked the result and it would have been obvious there was an error (hopefully).

90% of my colleagues:
It was just a simple refactoring. The change was really small. Its impossible that there is a bug now.

Yeah, sure.
Dingodile
Profile Joined December 2011
4137 Posts
November 06 2015 10:48 GMT
#6
MULES didnt count on workers display before 3.0.3 I think.
Grubby | ToD | Moon | Lyn | Sky
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 07 2015 02:44 GMT
#7
They just added a realistic estimate of how many scvs a mule is worth.
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 09 2015 17:09 GMT
#8
On November 07 2015 11:44 Cascade wrote:
They just added a realistic estimate of how many scvs a mule is worth.

And here we thought they were something like 6 times as effective. Turns out we were off by several orders of magnitude. Thanks Blizz.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
riotjune
Profile Blog Joined January 2008
United States3394 Posts
November 09 2015 18:36 GMT
#9
Mules OP!
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