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Old 08-22-2009, 06:10 PM   #31
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Vex, I have jasshelper j.0 and patch 1.24b. My project still doesn't work. The new patch may fix your problems, but again, may not fix all of them.
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Old 08-22-2009, 06:21 PM   #32
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It's yours then.
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Old 08-22-2009, 07:37 PM   #33
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Flame_Phoenix, you got a problem with blizzard's retarded shadowing thing.


In scope DarkLightning you got something like:


Collapse JASS:
globals
    private boolexpr b

endglobals


        method SetProjectile takes nothing returns nothing
          /// ...
            local real b=
          /// ...
        endfunction

Somehow blizzard's retarder checker, then assumes all your instances of the global b are real, so whenever you use the boolexpr b, you get the bug.

This is so freakingly stupid. I think my solution to this would be to add different prefixes to globals and locals.
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Old 08-22-2009, 08:00 PM   #34
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Wait, because the global is private, it shouldn't have the same name as the local one.
How Blizzard can fuck that ?

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Old 08-22-2009, 08:06 PM   #35
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jasshelper adds prefixes to all b tokens inside the scope, including the local. So what blizzard receives is:

Collapse JASS:
globals
    boolexpr DarkLightning__b

endglobals


        function s__DarkLightning__SpellData_SetProjectile takes integer this returns nothing
          /// ...
            local real DarkLightning__b=
          /// ...
        endfunction
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Old 08-22-2009, 09:00 PM   #36
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Ok, but i assumed Jasshelper changed the name of variables only for private and public ones, good to know.
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Old 08-23-2009, 07:14 PM   #37
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Arrrghhhh !!
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Originally Posted by Anitarf

We couldn't expect anything different from you
In deed looks like Ani was right lol ... shadowing thing ... I would never figure this out ... I am so mad I don't know what do say ...

Thanks Vex, you're a life saver.
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Old 09-01-2009, 05:37 PM   #38
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Haha... I said my conversion to 1.24 went out okay, but that was only because I didn't actually open Warcraft III to figure out if my map was playable. Then I get the message, "Game not found." Blech, this is retarded. And to think my map has no real errors. I've checked all of the code in my map, updated all of the systems and scripts downloaded from here and updated them, disabled everything that uses H2I (and eventually replace), everyone other return bug, and CSCache (now I can finally get rid of this).

So, now I know that the problem is in my own code. Ahaha, the stupid thing is, is that I swear I haven't used anything that may have stopped the map from working. I'll look into the shadowing thing that you guys have mentioned, as I can already tell that that may be one of my problems.

By the way, I tried to use this troubleshooting guide, but no where in my computer do I find 'D://Program Files/WarcraftIII/scripts/'. Yes, I am dumb when it comes to this kind of stuff.
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Old 09-01-2009, 05:43 PM   #39
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If you don't find a folder, create it.
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Old 09-01-2009, 06:04 PM   #40
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Actually, that's what I did (I didn't mention it because I thought it'd make me look stupid). But, the empty map still saved correctly after putting the altered blizzard.j file in there.

EDIT: Oh, it works now. Haha. Apparently, I accidentally added the '.j' to the blizzard name. Well, my errors start at 11,000. Oh, great, but now I'm stuck at problem #3: my first error is 'expected a name' and the last one expects a function name from InitGlobals(). I'll do it over, just to make sure.

EDIT 2: As expected, I messed up the first time. Looks like everything changed. One error at 11,798, and all of the rest are at 27,000.

EDIT 3: Second mess up of the day... probably of the whole week. I didn't update Table, so I still had one reference of H2I. Well, that solves everything. Thanks, Vex.

But... something else came up as rather disturbing... It seems like I can't play my map at all less it is the optimized version of it.
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Last edited by Ignitedstar : 09-01-2009 at 07:13 PM.
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Old 06-02-2010, 05:54 PM   #41
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I rather like this method of finding errors when converting to 1.24.

Back when I was updating other people's maps to 1.24 since the original creators were not doing so fast enough, I was looking for a method to find errors like this.

My solution was to find some of the JASS parsing code in wc3 memory and patch it (the parser that runs when selecting a map to host). The internal parser had some location that used sprintf or printf with an error message, which is what I hooked.

Probably would have saved some time if I knew of the method in this thread beforehand, heh. I did not know of the existence of this tutorial until I read a post in another section mentioning it.

Last edited by Krysho : 06-02-2010 at 05:55 PM.
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