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[Crash] Problem: Black Screen instead of Score Screen

Level 12
Joined
Aug 24, 2022
Messages
436
Hello everyone! I'd like some help to figure out what's happening in my project.

Basically, when my projects ends (When I mean "ends", I mean the entire game being played and sucessfully won), instead of receiving the score screen, we receive a black screen. I think it is a crash, because we need to Alt+F4 and restart the game.

Some months ago, I had a similiar problem, that was crashing warcraft after game ending (this time, the black screen was not responding, needing to open task manager to finish the process). This problem, people said that was too many memory leaks, and then, I've solved by checking and fixing all leaks in all my triggers.

Things I've checked, that works different from a "Non responding Screen":

  • Looks like the game doesn't manage to open the score screen, because music changes and keep playing, even with black screen;
  • The process looks normal in task manager, without the "No response";
  • Curiously, instead of playing the usually score screen music (in this case, the undead one), it plays the Undead Theme, same music as when we start a new game);
  • Alt+F4 works properly, since it closes the game with no problems;
  • This problem is exclusive for multiplayer games. Single player games don't crash, showing the score screen;
What happens specifically in the last moments of the game? Well, it happens a last wave of enemies with all previous bosses defeated, now empowered and at once. This wave specifically is much heavier than the other ones, leading to framedrops (That I'm working on them). Bosses in my project have some triggers, and some works in loop, meaning that sometimes, in the last wave, things get heavy. The game runs well (meaning that there are no or very few leaks), but even if we game over before last wave, game ends normally, showing the score screen.

All bosses triggers are shut down whey they die, meaning that they don't remain active at the very end.

I've checked the Crash List here at Hive, but it doesn't contain my problem. I aprecciate any help, and if you want to look things by your own, download the map below.

Thanks in advance.



EDIT: I think I've found the problem. Remember when I said that a lot of memory leaks could cause the issue? Check this example:

  • Wild Hunter First Phase Effect
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • Set VariableSet Temp_Boss_Summon = Arena_Side[(Random integer number between 1 and 4)]
      • Unit - Create 1 Boss_Minion[(Random integer number between 1 and 3)] for (Random player from Group_Enemies) at Temp_Boss_Summon facing Default building facing degrees
      • Unit Group - Add (Last created unit) to Arena_Enemy_Group
      • Set VariableSet Arena_Enemy_Alive = (Arena_Enemy_Alive + 1)
      • Unit - Order (Last created unit) to Attack-Move To (Position of Unique_Boss[1])
      • Custom script: call RemoveLocation( udg_Creep_Random_Point )
I don't know why or how, but the custom script is removing the wrong location. With that in mind, this specific loop can be fired up to 100 times, depending on players performance on each boss fight... So, hundreds of leaks. I'll fix all of these wrong lines, try the game, and come back to ensure this was the issue. Sorry for bothering.
 

Attachments

  • Outerworld Arena BETA v.0.90.8055a TEST.w3x
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