[Tool] SC2 Map Analyzer - Page 5
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Channel56k
United States413 Posts
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dimfish
United States663 Posts
On July 01 2010 14:16 konicki wrote: Do we know why it will sometimes not count certain mineral patches? Yes. This issue is explained in a few different places, and you should always be able to get the latest description of the algorithms at the analysis details page. The problem is that I have to use an approximation of the actual unit pathing, because the best way to grab that info is from an internal file called t3SyncPathingInfo which unfortunately does not appear in every map. And I am against using it when it is present because the tool's results aren't comparable between a map that has it and a map that doesn't. Okay, so what's the problem? The approximate pathing extends into the actual pathable area (its an over approximation, which is the safer way to do it) and sometimes a mineral path or geyser will appear to be placed in an unpathable area. You can of course actually place minerals, say, out of the playable boundaries, so the tool just says "ok, don't count this mineral patch." It usually happens when a mineral line is really close to a cliff, so if you either move the base away from the cliff or add some open space behind the minerals it should clear up the problem. And I am working on a permanent solution! | ||
Channel56k
United States413 Posts
On July 02 2010 05:19 dimfish wrote: Yes. This issue is explained in a few different places, and you should always be able to get the latest description of the algorithms at the analysis details page. The problem is that I have to use an approximation of the actual unit pathing, because the best way to grab that info is from an internal file called t3SyncPathingInfo which unfortunately does not appear in every map. And I am against using it when it is present because the tool's results aren't comparable between a map that has it and a map that doesn't. Okay, so what's the problem? The approximate pathing extends into the actual pathable area (its an over approximation, which is the safer way to do it) and sometimes a mineral path or geyser will appear to be placed in an unpathable area. You can of course actually place minerals, say, out of the playable boundaries, so the tool just says "ok, don't count this mineral patch." It usually happens when a mineral line is really close to a cliff, so if you either move the base away from the cliff or add some open space behind the minerals it should clear up the problem. And I am working on a permanent solution! My bad for not diggin the info up, but thank you for writing that up. *interesting solution, ill try that. | ||
dimfish
United States663 Posts
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CharlieMurphy
United States22895 Posts
At the very least just the ling/zeal/worker walk time because those are the most important to consider when making a map imo. I don't mean to have a line for every unit, just the shortest time of the early units. So probably a ling or worker for the yellow line, a muta for the blue line, and reaper for the pink. No speed upgrades | ||
dimfish
United States663 Posts
On July 03 2010 17:40 CharlieMurphy wrote: Hey, Is it possible to convert the rush distance numbers into game time? Like a worker/zealot/ling/reaper/muta/pheonix move speed. At the very least just the ling/zeal/worker walk time because those are the most important to consider when making a map imo. I don't mean to have a line for every unit, just the shortest time of the early units. So probably a ling or worker for the yellow line, a muta for the blue line, and reaper for the pink. No speed upgrades Yeah we can do that. I'm working on a big update that includes configuration files, and there could be a file for unit speeds. While we're at it, let's say you could have the distances converted to any unit rush times you wanted--what is the complete list worth converting to? worker ling zealot marine roach stalker maurader reaper muta pheonix? Nobody cares what the rush time for a battle cruiser is, right? so I'm curious if we can compile the full list of units worth knowing their rush times. And which ones are grouped by same-unit-speed? Just takes a little elbow grease in the Liquipedia... | ||
Logo
United States7542 Posts
Huge warning though! If you want to run this tool you CANNOT save your map with "smaller file" set. I went and saved my map with this setting so I could publish it and since then that map won't work with the analyzer. Chances are the analyzer isn't able to read the compressed data, I don't know if anything can really be done about that. Either way if you want to run the analyzer make sure to keep a 'faster save' version of your map around and only use the smaller save on a copy to publish it. | ||
dimfish
United States663 Posts
On July 08 2010 23:53 Logo wrote: 1.3 is pretty sweet, haven't got to play around with it too much, but so far I'm digging it. Huge warning though! If you want to run this tool you CANNOT save your map with "smaller file" set. I went and saved my map with this setting so I could publish it and since then that map won't work with the analyzer. Chances are the analyzer isn't able to read the compressed data, I don't know if anything can really be done about that. Either way if you want to run the analyzer make sure to keep a 'faster save' version of your map around and only use the smaller save on a copy to publish it. Interesting! I'll poke around and see if I can get the compressed map files worked out. Thanks for posting this Logo! | ||
Orion-TF
Sweden114 Posts
My map is unexpected format for map info and could not read the required map files... some ideas? | ||
FlopTurnReaver
Switzerland1980 Posts
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dimfish
United States663 Posts
On August 02 2010 22:31 Orion-TF wrote: Do you need some special map setting or something for it to calculate the map? My map is unexpected format for map info and could not read the required map files... some ideas? I updated the OP to link to release 1.3.2 which has undocumented changes but supports the post-SC2-release map file format. My day job was getting in the way there, but I'm in the middle of making lots of big internal changes to the analyzer. I'll have an official release with all of the updates (and documentation) as soon as I can. | ||
FlopTurnReaver
Switzerland1980 Posts
Thanks | ||
dimfish
United States663 Posts
Please report bugs, I'll fix em as fast as I can for you, but I've tested with Blizzard maps, my own maps, and as many community maps as folks have been willing to send me for the express purpose of improving the analyzer. If you have any maps you are willing to "donate" to my private test pool, please send them to dimfish.mapper@gmail.com, because the more I have, the more solid each release can be. Of course anything you send will be my-eyes-only. | ||
Randomaccount#77123
United States5003 Posts
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Ongweldt
Sweden54 Posts
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dimfish
United States663 Posts
I'm curious, did you all have any trouble with the config files? Do you find it much easier to run the tool and switch around what you want to analyze? Please let me know, I have many items on my todo list for the analyzer that involve adding to the config files, so now is a perfect time for your feedback on using them. | ||
StaRelentless
United States11 Posts
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Randomaccount#77123
United States5003 Posts
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dimfish
United States663 Posts
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Cade
Canada1420 Posts
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