Custom Hero Wars Random Drop issue... ideas?
Post #1 sakuckoinvius Jan 18 2012, 4:44 pm
Post #2
Roy
Jan 18 2012, 5:35 pm
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Everything green is safe to eat.
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For clarity, the players drop from each other, but nobody actually crashes.
Do you know if the game splits into only two game states? If this was the case, the people dropping would still be in the game with each other (i.e., if Player 1 and Player 2 dropped from the other players, they can still play and talk to each other). Or does each dropping player get completely separated from all other players (including other players that drop)? A brute-force way of getting down to the source of the problem is to start disabling triggers until the drops stop. That way, you can narrow it down to what event is causing some players to drop. If you have the time and resources, this would be the best option. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? [EUD] EUD Generator Other stuff: [EUD] Text to Value Converter Bound Maker SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #4 sakuckoinvius Jan 18 2012, 9:51 pm
Post #5
UnholyUrine
Jan 18 2012, 10:12 pm
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I choose you!.. um.. if that's alright with you...
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I have found that some of my maps, after certain things I do to it, will drop Mac users for no reason.
till this day, I have not found the reason behind it. It could very well be this weird glitch again. @Roy: I have never experienced a game splitting into two game states, where more than 1 player can enter the second state together when multiple players are dropped. Is that really possible? Question for you, do you use starforge? |
Post #6 sakuckoinvius Jan 18 2012, 10:17 pm
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Answering for Roy. It happened to me multiple time... it's usually a 6 player game turning into 4 players and 2 players games... 3 drop instantly and 1 open lagbox (That's a thing I did see) Yes I do use Starforge, I actually mix SCMD2 (8.0 & 7.3), Starforge (2.2) and xtra(2.6 i think)... but for some reason, i have the "bad thing happened" with SCMD2 (8.0 & 7.3) on pretty much all game and Xtra have some issue with the installation. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #7
UnholyUrine
Jan 18 2012, 10:20 pm
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I choose you!.. um.. if that's alright with you...
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Yes, I experience the same drop problem occasionally when I work with both Starforge and SCMD2 on the same map.
I have yet been able to pinpoint what it is, but through experimental testing (i.e. delete something, see if it crashes people) It should be SOMETHING to do with preplaced units. The only advice I can give you right now is first save a backup map (always) then Open the map in Xtra editor and let the editor delete all the things that are "invalid". Then redo all the things that were invalid in either Starforge/SCMDraft2 but not with both. |
Post #8 sakuckoinvius Jan 18 2012, 10:23 pm
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Sound fun to me... Alright thanks for the tips I'll try to work on xtra editor to make it work I guess Thanks for the quick reply ^-^ EDIT: I don't Get it, I install Xtra editor, and it load nothing... Any mode I click doesn't work. I install 2.5, no problem, load the map, it say 814 unit cannot be placed "ok / cancel" then it crash I install 2.6, launcher as no problem, i try to start any "editor" it minimize the launcher and do absolutely nothing. I using Toshiba Laptop with Windows Vista... let me know if vista is the problem. This post was edited 1 time, last edit by sakuckoinvius: Jan 18 2012, 11:15 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #10 sakuckoinvius Jan 19 2012, 3:40 pm
Post #12 sakuckoinvius Jan 20 2012, 3:51 pm
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Yeah, i even re-installed Starcraft to see if it could fix Xtra and SCMD2 problem... seems like it did absolutely nothing... Good thing Starcraft is a quick installation XDFor now, I thinking to release it with that drop issue on... it kinda blow but it seem to be unfixable. If knowledge get this problem solved, I might as well make a patch to fix it up. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #14
Lanthanide
Jan 21 2012, 5:01 am
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For a while there was an apparent drop glitch in DS Night Fixed, where if you selected the mineral rate "too fast" at the start of the game, a player could drop. So sometimes you see people fly the scout around before selecting the speed: that's why. It seems to have gone away in more recent versions and I have never seen it myself when hosting. I've only seen it a couple of times when joining other games - one time I was the player that dropped. No idea what would cause it, why there would be a time component to it, or why it would suddenly go away. I use only scmdraft 2.
Unfortunately because you can't copy locations, and triggers rely on locations, this is quite tedious/difficult in practice. ![]() ![]() ![]() ![]() ![]() ![]() O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt. Azrael.Wrath -- ... |
Post #15
NudeRaider
Jan 21 2012, 1:32 pm
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You're not old until the past seems more fun than the future.
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Use File: SC Map Importer & Exporter for that.
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Post #16 c(O.Oc) Jan 25 2012, 1:24 am
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I know that the original 5c doesn't have hyper triggers, and instead uses wait actions in place of death counts. If you added any wait actions to the abilities or other weird stuff that map does, you could be creating wait blocks for certain players and causing the game to de-sync and drop.
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Post #17 sakuckoinvius Jan 25 2012, 9:39 pm
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I know that the original 5c doesn't have hyper triggers, and instead uses wait actions in place of death counts. If you added any wait actions to the abilities or other weird stuff that map does, you could be creating wait blocks for certain players and causing the game to de-sync and drop. original 5.c already have the drop problem... I trying to fix it. Although, there are no "extra wait trigger", I do use DC at 2 spot, cuz I didn't feel like remaking all the "wait" into DC... would be a pain to do without SCMD2. Even though i didn't add any "wait", I'm not so familiar with "wait blocks causing de-sync", if there is already a topic, care to link it to me ? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #18
Roy
Jan 25 2012, 11:14 pm
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Everything green is safe to eat.
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Even though i didn't add any "wait", I'm not so familiar with "wait blocks causing de-sync", if there is already a topic, care to link it to me ? In short, wait blocks are not causing drops in your map. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? [EUD] EUD Generator Other stuff: [EUD] Text to Value Converter Bound Maker SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
Post #19
yoonkwun
Jan 27 2012, 8:45 pm
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I've seen this in a few maps before. Some unstable factor within StarCraft is causing the game state to split under rare circumstances. This is a bug within StarCraft, not the fault of a map editor, so using a different map editor shouldn't do anything. All map editors write to the same format, which is very simple and straightforward.
What I've noticed is that it happened most likely in maps with a lot of units, particularly if they're moving around. A very primitive hypothesis I made is that the cause is some subtle overlooked detail within the A* pathfinding algorithm, which isn't the easiest thing to implement, and is executed in mass with a lot of units moving. For example if some part of the algorithm relies on system clock timing, clock granularity disparaties could cause some parameter in one host to execute a frame later or before than other hosts. Codetime_t last_time; void calledEveryFrame(void){ time_t t=getTime(); if(t-last_time>42){ foo(); last_time=t; } } This specific example is probably wrong, but illustrates the nature of the possible cause of this. Only Heinermann could tell you exactly why it happens, e.g. breakpointing/hooking the drop subroutines in Storm. Anyway it's a bug in a dead development game, only solution for now is to remove units at random and test ad nauseum, which is how it was solved in other maps I saw. ![]() ![]() ![]() ![]() ![]() ![]() |
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