Wc3 Map Optimizer 3.7b

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Widgetizer doesn't just inline stuff it replaces the object files with slks.

The problem of restarting is caused by the loading of slk files and has nothing to do with inlining
 
Vexorian said:
Widgetizer doesn't just inline stuff it replaces the object files with slks.

The problem of restarting is caused by the loading of slk files and has nothing to do with inlining

If it causes such a problem as that,

1. Why are people using it
2. Whats the real benefit of doing that

I havn't run into the problem myself. I know Dota uses the widgetizer, and I don't have to restart.
 
People uses it because it reduces loading time a bunch.

I don't know if dota uses that cause their map would be crashing since I am sure they use the optimizer, I think they just inline that thing.

I think that this slk problem only happens with destructables, so perhaps dota doesn't have custom destructables?
 
On the topic of .MP3s one thing to add is that if you are replacing any unit sounds, such as sounds produced when a unit uses an ability or unit voices, you can rename a .MP3 to .WAV and this will allow you to properly overwrite over the default entry.

This is good to know as .MP3s are vastly better than .WAVs when ran through V's Optimizer and you never want to use a .WAV if you can help it.
 
Sud said:
On the topic of .MP3s one thing to add is that if you are replacing any unit sounds, such as sounds produced when a unit uses an ability or unit voices, you can rename a .MP3 to .WAV and this will allow you to properly overwrite over the default entry.

This is good to know as .MP3s are vastly better than .WAVs when ran through V's Optimizer and you never want to use a .WAV if you can help it.
I love you. now there is no reason at all to use wav files on your map.

I will add a section to the readme about how to convert wav files to mp3. then (I can't make the optimizer do so automatically, cause quality gets lost sometimes)
 
The difference in size is huge after optimization - what translated to something like 600-700kb in wav files goes down to 150kb. Short sound clips and custom unit sounds are actually feasable in a lot of maps with this method.
 
Have you had a chance to take a look at the issue where widget/mapopt causes kickback to map load screen?
 
Haha, it loads, but now every doodad from the map is missing.

Except for special doodads (the ones with animations?) - they appear as the first frame of the animation (ie. bubbles in water is a single stationary bubble)

Again, only a malign of widgetized/wcmapopt - wcmapopt on its own works fine
 
you shouldn't widgetize doodads anyways, cause they cause bugs when your map is not the first map hosted for a player or when your map is the first one then you want to play another map.
 
I'm getting the idea the only thing I should widgetize is the strings
 
The load time improvement with widgetizer appears to be better though. I have a large issue with the problem that occurs when you do lots of revision to stuff like item descriptions a lot. That's mainly the reason why I'm trying to combine the two.
 
Then you don't just 'widgetize' the strings.

You widgetize the objects.

Obviously widgetizer will improve loading time, it is because it converts object files to slks.

If it just moved strings from .wts to the files where they are used it would be the same as Optimize Strings.

But add the end the map with Widgetized objects takes more space.
 
What would be your recommended configuration for Widgetizer (what exactly all checked and unchecked) to 1. avoid issues such as the doodad issue 2. achieve optimal performance?
 
Only widgetize abilities, units, items and upgrades, avoid checking the clean unused XXX things cause those are not bullet proof. At least for me some crash my map out
 
That configuration is working good. The load time is now like halfed for the map using widgetizer as per the config you stated above in conjunction with WcMapOpt.

As a side note, the widgetizer also fixed an issue which was causing Krakka's p-p-powerbook to toss him to the score screen during load. Must have been the issue with the item descriptions causing some type of overload or something.
 
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