Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Occasional Map Desyncs
Occasional Map Desyncs
Jul 12 2013, 5:11 pm
By: Veta  

Jul 12 2013, 5:11 pm Veta Post #1



I know a lot of producing buildings or units can cause desyncs. It's been a problem on a map of mine, short of removing buildings and units is there anything else known to cause desyncs?

Post has been edited 1 time(s), last time on Jul 12 2013, 5:34 pm by Veta.



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Jul 12 2013, 9:53 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

EUDs, of course, but if you were using them you'd probably know that, so it's probably not it.

My guess is that your build times are too low. Low build times can cause a crash but don't always, so the more production buildings you have, the higher the chance of a crash.

Another possibility is that you're using extended units or colors which can also cause crashes.

But if your're actually meaning desyncs (which is distinctly different from crahes) the only thing besides EUDs that comes to mind is hacks.




Jul 13 2013, 9:42 pm Veta Post #3



Thanks I think part of the problem was a lot of guys using drophack protection. It can exacerbate trigger lag.



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Jul 25 2013, 1:45 am Veta Post #4



yah so this still happens and it happens more often when a large group of units engage i.e. lots of attack sprites.

here's a replay, maybe someone has seen this before and can explain it. happened twice in the same game.
http://speedy.sh/wj6qm/Unexplained-Drops.rep



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Aug 9 2013, 2:10 am Leeroy_Jenkins Post #5



Quote from NudeRaider
But if your're actually meaning desyncs (which is distinctly different from crahes) the only thing besides EUDs that comes to mind is hacks.

I actually found out recently that having switches with corrupted names, (like for example a stacked unit name string), can cause desyncs. (Not crashes) This happened when my strings became corrupted and the switches shared the strings of some mission briefing text. Actually, I found out that it was causing desyncs because I was trying to use death counts for player 9. But the important thing here is that there are some things a mapper can do to cause desyncs other than euds.

I saw his map in question, it definitely was desyncing people, quite frequently. He seemed to have fixed it by cutting down on unit size. I'm sure there is some factor here causing these desyncs, it would be helpful to find out more information on the subject.

Post has been edited 3 time(s), last time on Aug 9 2013, 4:08 am by Leeroy_Jenkins.



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Aug 9 2013, 9:29 am Veta Post #6



yup, although i haven't seen a desync since i capped units i have seen players crash, which also happened before albeit less frequently. i have been the player that crashed before and don't remember doing anything particularly special.

that isn't to say the map doesn't have crash/drop-free games but they are frequent enough to be map related.



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Aug 9 2013, 11:50 am Sacrieur Post #7

Still Napping

EUDs are causing it, it's the only explanation.

There could be any number of reasons why it's doing this. We're going to need the map to find the exact error.

---

If there are no EUDs in the map, then the error isn't with the map.

Post has been edited 1 time(s), last time on Aug 9 2013, 1:50 pm by Sacrieur.



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Aug 9 2013, 2:01 pm Roy Post #8

An artist's depiction of an Extended Unit Death

Quote from Leeroy_Jenkins
Actually, I found out that it was causing desyncs because I was trying to use death counts for player 9. But the important thing here is that there are some things a mapper can do to cause desyncs other than euds.
You were setting deaths of an extended player, so this was in fact a form of EUDs (an EPD, to be technical).

Quote from Sacrieur
EUDs are causing it, it's the only explanation.
Causing inconsistent crashes? This sounds most definitely not the fault of EUDs.

The desync issue (assuming nobody is hacking / modifying their instance of SC) is probably related to too many things happening at once; I do recall this being a historic issue with particularly busy maps. It may coincide with a particular trigger condition or action, but because it is so intermittent and lacking determinism, it's difficult to actually test in an isolated environment.

Crashes, on the other hand, are easier to try and diagnose. You should take the crash log over to http://www.staredit.net/topic/8610/ and see if Heinermann can offer the cause of it.




Aug 9 2013, 5:48 pm Leeroy_Jenkins Post #9



Quote from Roy
Quote from Leeroy_Jenkins
Actually, I found out that it was causing desyncs because I was trying to use death counts for player 9. But the important thing here is that there are some things a mapper can do to cause desyncs other than euds.
You were setting deaths of an extended player, so this was in fact a form of EUDs (an EPD, to be technical).
Yeah, I kind of facepalmed after I posted that. For what it's worth though, there are things other than euds that can cause desyncs as opposed to crashes, like extended units on macs. Extended colors? (maybe crashes mac instead of desync)
Quote
The desync issue (assuming nobody is hacking / modifying their instance of SC) is probably related to too many things happening at once; I do recall this being a historic issue with particularly busy maps. It may coincide with a particular trigger condition or action, but because it is so intermittent and lacking determinism, it's difficult to actually test in an isolated environment.
Yeah there definitely is something to it, it sucks that no one knows the actual cause, but it seems to be correlated to busy maps that have near max units for extended periods of time. I was skeptical at first, I thought perhaps that since the map's games took about 2 hours to play, that it was just more likely to drop people. But the game systematically dropped people frequently and was fixed by lowering the unit cap a little bit.



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Aug 10 2013, 12:09 am Veta Post #10



here's the map in question http://www.2shared.com/file/Nt52vmRe/incognito_drophack.html



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