Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Nooks and Crannies
Nooks and Crannies
Sep 16 2009, 2:35 am
By: payne
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Jan 3 2010, 1:41 am Falkoner Post #21



Well, if this:
Quote
I actually had a map with no error UNTIL i protected it. Once protected, it was unplayable due to nooks and crannies error.

Is true, then that seems unlikely, since most protectors delete the Isom section.



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Jan 3 2010, 2:56 am CecilSunkure Post #22



Quote from Falkoner
Well, if this:
Quote
I actually had a map with no error UNTIL i protected it. Once protected, it was unplayable due to nooks and crannies error.

Is true, then that seems unlikely, since most protectors delete the Isom section.
Ah, well I also agree with this. In my much earlier post I explained that the terrain in my map (somehow) was all corrupted and transformed into rec tiling. I probably put it into some crappy compression or map unprotector, or something stupid. For some reason certain spots of the map would crash the editor if I tried to modify them. The point is, the entire map was converted from isom to rec tiling, and then I received the nooks and crannies error. I've also helped a couple people, one or two, with this error by re-making certain parts of terrain with the isom brushes to try to correct any parts of the terrain that might be causing problems, and it worked.



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Jan 3 2010, 7:43 pm samsizzle Post #23



How about we ask blizzard why this error comes up...



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Jan 4 2010, 12:25 am DavidJCobb Post #24



I think it's been mentioned that the pathfinding AI tries to plan out paths while loading the map... Perhaps it's optimized by checking the ISOM data instead of the rectangular tiles? (That is, perhaps it plans paths isometrically -- it works with a larger grid, so it covers more terrain at once. With normal terrain, there wouldn't be any lost detail -- it wouldn't skip over any walls. It can just say, "Is this ISOM tile walkable or not?" and in doing so, cover a good 8 or so terrain tiles.) If that's the case, then anything that (severely) complicates, removes, invalidates, or renders inaccurate the ISOM data would cause this error.



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Jan 4 2010, 1:03 am Kimaru Post #25



I had this error in my RPG, but found that I was cramming too many tree doodads in one place. After I removed them, the error went away. I think it's doodads causing the problem.



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Jan 4 2010, 5:12 am samsizzle Post #26



Honestly it seems to me that it happens when you have too much of one thing. Or close to that.



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Jan 19 2010, 3:35 am payne Post #27

:payne:

The only thing I added to my map is about 40x40 tiles of that neat qPK's blend.
I was wondering if Heimdal or Farty could crack out the answer from some SC source code or something? D:



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Jan 21 2010, 11:12 pm payne Post #28

:payne:

I've updated the first post, is there anything I have missed?



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Jan 21 2010, 11:42 pm Dungeon-Master Post #29



I had a nook and crannies error like this in two maps I made in the past, were instalations made with ye' old staredit. It was ''labyrinth'' like maps... The errors were caused by too much narrow path, it was isom-made paths that were just big enough for a goliath/dragoon to walk in. I know it was caused by this because when I removed the longest parts, it worked again.



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Jan 22 2010, 12:02 am O)FaRTy1billion[MM] Post #30

👻 👾 👽 💪

Quote
Possible causes:
Quote
- Too many extended terrain tiles
- Too many clutters
- Too many doodads
- Protecting the map

Possible solutions:
Quote
- Anything not seen or interfering must be changed to plain walkable ISOM
- Reduce amount of doodads
- Reduce amount of extended terrain
- Rework your ISOM terrain to reduce clutters
- Go for Open Source! (no protection)

Many says it could be due to a buffer overflow of some kind of test practiced by SC's console when starting a map. It'd calculate all the AI pathfinding and if the size of the temporary file created is too big, it gets deleted.
Moreover, since protecting maps often delete the ISOM part of maps' code, all the tiles become "extended" (rectangular) and it increases the chances of getting the error.
Doodle sent me a map that was just dirt with a small spot of water copied and pasted as many times as would fit... It gives the error.

Following the MTXM function I found a little call that leads to a huge pile of functions. ;o
Including...
Code
0048417A  |. BA 10445000    MOV EDX,Starcraf.00504410                ; |ASCII "The map could not be loaded because it had too many obstructions. Try widening corridors and reducing the number of small nooks and crannies to correct the problem.

"


Post has been edited 2 time(s), last time on Jan 22 2010, 12:17 am by FaRTy1billion.



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Jan 22 2010, 12:19 am payne Post #31

:payne:

Code
0048417A  |. BA 10445000    MOV EDX,Starcraf.00504410

And that means...?



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Jan 22 2010, 2:08 am O)FaRTy1billion[MM] Post #32

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The point is the text. ;o I found the function that contains the error.



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Jan 22 2010, 2:34 am Falkoner Post #33



Quote
I think it's been mentioned that the pathfinding AI tries to plan out paths while loading the map... Perhaps it's optimized by checking the ISOM data instead of the rectangular tiles? (That is, perhaps it plans paths isometrically -- it works with a larger grid, so it covers more terrain at once. With normal terrain, there wouldn't be any lost detail -- it wouldn't skip over any walls. It can just say, "Is this ISOM tile walkable or not?" and in doing so, cover a good 8 or so terrain tiles.) If that's the case, then anything that (severely) complicates, removes, invalidates, or renders inaccurate the ISOM data would cause this error.

I don't even think that StarCraft uses the Isom section though, I think it's only used by editors, since it seems kinda odd that the map would still be playable with it deleted if it was used at all. I think perhaps the SC Pathing AI is created with the intention of being used in isometric terrain, and all the extended terrain we do messes this up. Although that still doesn't explain why using a protector changes anything.



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Jan 22 2010, 2:39 am O)FaRTy1billion[MM] Post #34

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Starcraft\SWAR\lang\sai_PathCreate.cpp is referenced, followed by Starcraft\SWAR\lang\sai_ContoursCreate.cpp



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Jan 22 2010, 2:40 am Vrael Post #35



I don't think blizzard anticipated people using "extended terrain," and if this is so, the error message they made was intended for use in isometric terrain.



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Jan 22 2010, 2:53 am O)FaRTy1billion[MM] Post #36

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The map I use to induce it is purely isometrical.

Quote
[20:09] Saint of Idiocy: Do you have a general idea of what it is doing, at the very least?
[20:10] DeathKnight: nope!
[20:10] DeathKnight: well
[20:10] DeathKnight: it only uses the given map tiles, and the width/height of the map


Post has been edited 1 time(s), last time on Jan 22 2010, 3:12 am by FaRTy1billion.



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Jan 22 2010, 4:31 am Heinermann Post #37

SDE, BWAPI owner, hacker.

There's a limit of 5000 paths. If the "path limit"(that is what I'm calling it) is exceeded, you will get the error.




Jan 22 2010, 4:34 am Falkoner Post #38



Could you define path for us? Because it seems like there's more than 5000 paths easily pickable in most maps



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Jan 22 2010, 5:09 am Heinermann Post #39

SDE, BWAPI owner, hacker.

I have no idea. All I know is that if there is more than 5000 of "something", the error will pop.
Paths probably refer to the AI paths(unit paths are done real time).




Jan 22 2010, 6:19 am samsizzle Post #40



how the hell did they avoid it in CD then, absolutely everything is connected.



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