
Since Wings of Liberty, your feedback has been consistent: The Editor should be easier to use. At $15, it isn't too hard of a sell, especially knowing the care put into it.We’re excited to announce a major update to the StarCraft II Map Editor! I don't play StarCraft, but I'll say this has my interest piqued almost enough to consider buying this and checking it out. And I'm sure, for sake of the some-17k maps making use of it, users will too. I mean, a buffer overflow read/write primitive reading and writing from and to data structures that no longer exist? That's really something.Īfter enough years, a bug stops being a bug and starts being part of the personality of a piece of software or hardware. At the very least, it must be amusing to see some of these things still working even though they really ought not. There are probably a few EUD maps out there that don't run on SC:R and everyone probably just thinks Blizzard is breaking things unnecessarily.īut more than that, I would love to hear perspective from those who exploited this bug. The most tragic part is, most users won't even know. I'm astounded how much effort was put into emulating this.

At that point your basically saying that in 10-15 years the only remaining copy of the data is going to be the git repo on some guys laptop sitting in his attic (the modern version of the floppies in shoeboxes). The problem though is that putting things in an offline archive is just the first step in forgetting it exits. Having a few TB of build artifacts that are rarely (if ever as the versions get older) referenced sits right up there with keeping previous employee's machine images, or home directories live. Online storage be it, S3 buckets, or LTO backed NFS shares have real costs associated with them, and invariably IT comes along and starts asking why they have to upgrade their systems, or justify their OPEX numbers. I've worked at places where I've had to repeating justify why i'm eating up a $LARGE_NUMBER GB for the last $SOME_NUMBER released versions of the product because the build process triggers a complete archive of the entire artifacts directories when a release build is specified. Particularly as people try to shrink their online storage footprint and move things to "archive" only. I suspect as people move away from large company wide SMB/NFS shares this is once again going to start being a common story. Without a central location where all the IP is stored, it becomes easy for older pieces to fall off the radar during company transitions, system upgrades, whatever. Although, when you read about how people have recovered the source for old programs it makes complete sense.

In this case it sounds like they just lost the build artifacts, not the actual assets.
