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Old 01-22-2007, 06:43 AM   #121
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How come the map optimizer only removes comments and spaces from my .ai files inside a map? Am I missing something here? I only need to optimize .ai files.

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Old 01-22-2007, 07:52 AM   #122
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Lol, it cuts my filesize by 78%, i.e. 4.5x smaller than normal.
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Old 01-22-2007, 06:58 PM   #123
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I have a question. What does optimize slk files do? Does it simply remove comments and useless fields or does it change anything important?

Because sometimes I'll use it and it breaks my slk files, then I'll use it again and they work fine.
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Old 01-23-2007, 01:36 AM   #124
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When I made JassHelper's slk loader I noticed that some slks may not have width and height declarations which is pretty odd so it might ruin them, and it cleans anything useless, many fields are not actually needed also the game automatically sets default values for some missing cells, so removing zeroes - and the such is also possible
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Old 01-23-2007, 02:04 AM   #125
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Okay thank you, that explains alot.

I wish there were further options on what it does to slks.
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Old 01-31-2007, 06:47 PM   #126
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Hey is there any command line that I can use?
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Old 01-31-2007, 07:21 PM   #127
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AFAIK There isn't, at least for now.

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Old 05-15-2007, 05:37 AM   #128
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OK strangest glitch ever, but I narrowed it down as much as I could

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Old 05-20-2007, 06:26 PM   #129
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*4.1* is up, remember the download link: http://www.wc3campaigns.net/showthread.php?t=79326
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Old 05-20-2007, 07:48 PM   #130
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I never knew SafeIsUnitType affects performance. How significant is the performance impact? If you use any type of unit type detection, must this been enabled?
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Old 05-20-2007, 07:52 PM   #131
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Quote:
If you use any type of unit type detection, must this been enabled?
It is only for some extreme cases. Very rare extreme cases. Don't care about a trigger's condition related to IsUnitType is not working correctly.

It affects performance in a sense that replaces all calls to a native with calls to a function, and function calls are slow. So if you had a 0.01 seconds periodic event that called IsUnitType 40 types and you used this protection it would be bad for your map.
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Old 05-20-2007, 07:56 PM   #132
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Hm, I think I remember having a problem with the game not being able to understand IsUnitType hero, and enabling this worked. But, if I can test my map and discover that this is not occuring I will disable it.

When SafeIsUnitType is not enabled, the program still says "Fixing possible safeisunittype glitches". Is this something different?
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Old 05-20-2007, 08:17 PM   #133
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Yes.
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Old 05-20-2007, 08:20 PM   #134
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is it campatible with WEU?
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Old 05-20-2007, 09:43 PM   #135
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Quote:
Originally Posted by Callahan
is it campatible with WEU?
Yes, it is compatible with WEU.
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