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[Map Failed] I resized a map now it d/c's everyone. Why?

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I made a resized version of my "The People of Kerrek" map and now it d/c's everyone. The original map was Large 180 x 180 (playable) 192 x 192 (full). I extended the map size to 480 x 480 and the result was:
A) Takes forever to load.
B) Everyone gets disconnected a few seconds into the map.


The file size for the map, both original and resized version, isn't very big. It is 626 kb for the original and 1.08 mb for the resized. I use Newgen WE. I have two other maps that are 480 x 480 and they're perfectly fine. PoK was started on old editor, but so was one other map of mine that I resized. What happened? Why did it epic fail? :confused:

Will attach the 480x480 version of the map in post as soon as I can get on the pc that has it.
 
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Level 14
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Jul 1, 2008
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yea, as said before it sounds like a desyncronisation.

Do you use this in your map?
JASS:
If GetLocalPlayer() == Player(0) then
endif

You should not write anything in this function, which is NOT local code, which means Showinf/Hiding objects or text. Creating Units or objects will crash wc3 for example.

There are a few other problems like this, maybe there is a Problem with a pointer,

do you even use jass or a custom system in the map?

I dont think, that the larger size crashed the map, i never heard something like this before.
 
most likely the map is full of leaks. a server split.

do you already know this? ^^
http://www.hiveworkshop.com/forums/f269/things-leak-35124/

I already know all about leaks and how to fix them.

yea, as said before it sounds like a desyncronisation.

Do you use this in your map?
JASS:
If GetLocalPlayer() == Player(0) then
endif

You should not write anything in this function, which is NOT local code, which means Showinf/Hiding objects or text. Creating Units or objects will crash wc3 for example.

There are a few other problems like this, maybe there is a Problem with a pointer,

do you even use jass or a custom system in the map?

I dont think, that the larger size crashed the map, i never heard something like this before.

The map is loaded with crappy triggering I did like a year ago which I have been removing and replacing. Currently, it has no Jass. Maybe I should finish pruning the triggers before I resize the map again? Also, would it help if I posted the map? For some reason it doesn't disconnect everyone in the 180 x 180 version of the map. Maybe I should even try deleting every single last trigger in the 480 x 480 version, try hosting it, and then see if it still disconnects everyone?
 
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Maybe I should even try deleting every single last trigger in the 480 x 480 version, try hosting it, and then see if it still disconnects everyone?
yes you should do exactly this, because this would tell us, if its the new triggers (which is, what i think), or if its really the map size, that causes the desyncs.
 
yes you should do exactly this, because this would tell us, if its the new triggers (which is, what i think), or if its really the map size, that causes the desyncs.

Ok I deleted all the triggers and hosted the map and it did not disconnect anyone. I think it might have been this event in one of my triggers that did it.
  • Events
    • Unit - A unit comes within 1000000000.00 of God (the Almighty) 0500 <gen>
but I'm still not sure. Anyways I'm going through all the triggers and redoing them right now... after I'll see if I can resize the map when I'm done and host it without causing everyone to d/c.
 
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any point getting triggers would probably mess up if you extended the borders of your map. edit those point triggers and you should be ok. examples would be spawning units at a location and having them go to another location. that was done in enfos. and when i tried to take both sides of the map and put them both on the left side without paying attention to those triggers the map would crash the game. your problem might lie elsewhere but it is reasonable to assume that the coordinates have changed and so the triggers got messed up. anyway you don't have to delete triggers. just disable them. and what you can do is disable all i suppose and start enabling ones that you think will work and when you enable one that makes the game crash...or in your case disconnect everyone...then you will have your broken trigger. however i would just disable the suspicious looking triggers and see if they are the ones causing it.

the best clue for this is to look at how long the game goes for until it disconnects people. and look at what fails to happen in the map. look at the events however many seconds of game time or map initialization triggers and the wait actions adding up to however many seconds or look at the events corresponding to what is supposed to happen next or what just happened.
 
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