Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Bigger better stronger faster
Bigger better stronger faster
Jan 25 2008, 9:37 am
By: Pyro682  

Jan 25 2008, 9:37 am Pyro682 Post #1



I have a map, and its quite big.
Not in memory size (MB, KB, whatever)


Is there any possible way to surpass the CCMU limit, and the trigger limit? Is 256 the largest you can go?

Is there ANY alternative?

(side note- How the hell do i get enough minerals for a signature? I mean jesus... It was a hell of alot easier to get stuff back in the ol'e days... Greedy bastards... >.>)



None.

Jan 25 2008, 10:14 am candle12345 Post #2



I don't think so, the 'rules' for maps are pretty much set in stone. It might be possible with an SCMloadable mod or something, but I don't know...

For the extra minerals, use the mafia games to your advantage. Use extortion/take advantage of your special role if you have it. But preferably, just make a huge post. [Make it relative to the subject]



None.

Jan 25 2008, 10:27 am ejac1337 Post #3



You can modify these settings in scmdraft and starforge under "master settings" if I remember correctly. However I suggest not doing it, for the most part they either produce undesired effects or just show up in the editor but will not in the actual game.

The trigger limit is atleast a thousand, there is no reason why you should max out... Even the most complex/biggest maps don't if made well/efficiently.



None.

Jan 25 2008, 10:42 am candle12345 Post #4



I can't see how you can use 1000 triggers, I mean seriously. Post Apocalyptic warfare is pretty complex, but i don't think it uses more than 100 triggers...



None.

Jan 25 2008, 12:20 pm NudeRaider Post #5

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

The only way to exceed 256x256 is to make 4 maps and stitch them together. (e.g. when player hero walks to the south border of the map, end scenario and load south part)
This, obviously won't work in multiplayer.

And returning to the previous state of the map will literally be impossible as you can't remember any data when loading a new map.
You could, however, implement a code system which gives a code at the end of every map and the player has to enter it upon returning. Depending on that code you can delete the units in already cleared parts etc. That's pretty much like the savegame feature some maps have.

But that is a huge effort, not very convenient to play and not very accurate. So I'd stay away from it.

About the triggers: Call it unlimited. I think I read somewhere it is 16 million.
Oh and exceeding 1000 triggers isnt impossible. Look into Tuxedo Templars maps.
He's the guy who pushes maps to the extreme and usually has way more than 1000 (80000+ for his Astrogears if I remember correctly) and he never was near any limit.




Jan 25 2008, 2:08 pm Falkoner Post #6



Yeah, and even if you hit the trigger limit, you can modify the trigger section of the .chk and get even more, so there's really no problem there.

256x256 IS the biggest map size possible, as anything larger would not fit on the mini-map, so instead the game would crash.

The CMMU limit is actually 1700, although the editor only lets you go up to 1650, but I think that's a good limit, it stops you from creating units to the point where sprites stop showing up, since the sprite limit is definitely not high enough.

And on a side note:
http://staredit.net/?p=hacks



None.

Jan 25 2008, 6:27 pm NudeRaider Post #7

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

Quote from Falkoner
And on a side note:
http://staredit.net/?p=hacks
And on a side note: Sig hack is just plain gay. Don't recommend it anymore, Falk...




Jan 26 2008, 12:27 am Pyro682 Post #8



ok... yea... i didnt really care about the triggers that much... i was just curious if there was a limit.

Thanks nude for the 256 x 256 problem... but i already tried making a quilt... and i was just wondering if i can throw it all in one map.

Freakin CCMU... :flamer: Blizzard just makes things so hard....

Sig hack doesnt work btw.

Oh, and also... ive made plenty of long posts and never got enough minerals for a sig at all. i havent bought anything!!!! As for the mineral system... it sucks. you should reward minerals based upon how much a person helps along a topic... not how long posts are.



None.

Jan 27 2008, 6:50 am fm47 Post #9



Quote from candle12345
I can't see how you can use 1000 triggers, I mean seriously. Post Apocalyptic warfare is pretty complex, but i don't think it uses more than 100 triggers...

let see... my map is only about 10% done, but with a spawning system I have for 4 different battle fields... there are 9 per unit, times that by 4... 36 times about some 25-30 units, let say 27, it's 927 triggers there. Plus multiple exp values for each unit depending on area, which determines how much life they have.... yeah, when I maxed out on xtra edit, it scared the hell out of me, thank god scmd2 allows more. That is only my spawning system and exp system -_- I wouldn't so much call it inefficient, though.



None.

Jan 27 2008, 7:41 am Moose Post #10



Quote from Pyro682
Oh, and also... ive made plenty of long posts and never got enough minerals for a sig at all. i havent bought anything!!!! As for the mineral system... it sucks. you should reward minerals based upon how much a person helps along a topic... not how long posts are.
Well, when someone writes code that determines post quality, let me know.




Jan 27 2008, 9:26 am Pyro682 Post #11



... its simple html-
Use some coding to detect how many characters are inputted.

If > 50... Keep a variable input (post quality) of 1

then use several others to create a gradient

if > 100 characters keep a variable input of 2
> 150 characters keep a variable input of 3

use those variables to determine how much minerals you get from the post. This likely will stop spammers from just posting useless posts.



None.

Jan 27 2008, 9:54 am Moose Post #12



Quote from Mini Moose 2707
Quote from Pyro682
As for the mineral system... it sucks. you should reward minerals based upon how much a person helps along a topic... not how long posts are.
Well, when someone writes code that determines post quality, let me know.
Quote from Pyro682
Use some coding to detect how many characters are inputted. ...
... use those variables to determine how much minerals you get from the post.
You contradict yourself.

Anyway, this is horribly off-topic, and I probably shouldn't have been replied to that anyway. If you wish to debate the mineral system, raise it in the Staredit Network forum. Though there's already new code and a reset on the to-do list, so I don't know if you should even bother at this point. ;o

Post has been edited 1 time(s), last time on Jan 27 2008, 9:59 am by Mini Moose 2707.




Jan 27 2008, 7:16 pm Pyro682 Post #13



Oh woops, but im just saying... I dont even think it is on how long a post is...

If it is, then have a rating system... people can rate eachothers posts. Take the average, and base that upon a mineral system? Maybe you can have posts that give people negative minerals?


-edit- Sorry about being off topic.... can you move this to the SEN Forum? I dont think i can...



None.

Jan 27 2008, 11:28 pm Falkoner Post #14



Yes, but then that requires responsible users, something that seems to be at a low lately..



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