Staredit Network > Forums > SC1 Map Production > Topic: RE: Raccoon City 2
RE: Raccoon City 2
Jun 16 2008, 6:07 pm
By: Excalibur
Pages: < 1 5 6 7 8 >
 

Aug 29 2008, 7:39 pm Lingie Post #121



See, the problem is: The trigger itsself is so simple, theres no way there could be an error. We'll fix it somehow though.



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Aug 29 2008, 7:50 pm JaFF Post #122



Quote from name:Darkling
See, the problem is: The trigger itsself is so simple, theres no way there could be an error. We'll fix it somehow though.
That means nothing. "The error is always between the chair and the keyboard." ~programmers joke

How about some trigger action that fires before the trigger Ex described does something with the units in the location? Also check your trigger order.

Just because there is no error in one thigger only means that you've excluded 1 trigger from the 'error candidates' list. Now go check the rest.



None.

Aug 29 2008, 8:43 pm Lingie Post #123



Well..we've been looking for anything else that might be causing the error.

This is what happens: When exiting the Gunshop via the roof, the player's units freeze, as if they were being constantly centered on a location, but not in the center. Its.. wierd.



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Aug 30 2008, 4:50 am Riney Post #124

Thigh high affectionado

What would be funny is if this map suddenly stumbled upon XY positioning in Locations like WC3.



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Aug 30 2008, 7:01 am JaFF Post #125



Quote from name:Darkling
Well..we've been looking for anything else that might be causing the error.

This is what happens: When exiting the Gunshop via the roof, the player's units freeze, as if they were being constantly centered on a location, but not in the center. Its.. wierd.
First of all, check all locations that the units cannot be moved to. That will hopefully shorten the list of possible triggers (don't forget the locatinos that are moved). Then, you can go on a trigger-disabling spree and disable all the candidates one by one (if you're that desperate).

Are the palyer units melee? I know of a SC oddity that makes melee units (I've observed it happen only to melee units, anyway) unable to move (but able to attack and turn to different directions) for a couple of seconds. Is this the case? Check by ordering them to move to different locations - if they do not turn in the needed direction, it's a move command problem for sure.



None.

Aug 30 2008, 9:35 am Lingie Post #126



All ranged.



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Aug 31 2008, 5:12 am Excalibur Post #127

The sword and the faith

JaFF has helped fix the issue and the map will see release.




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Aug 31 2008, 10:57 pm FooFighters Post #128



This map is gonna be fun, i cant wait 'til u release it! and gj JaFF for fixing his problem!



None.

Sep 1 2008, 6:43 am Excalibur Post #129

The sword and the faith

Well, the fact is I wanted to release it by Aug 30th. That obviously isn't going to happen. I have less than a week to prepare PokeKraft for MN100, and after that, school starts picking up with more work and such. We will be lucky to see an October release.




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Sep 1 2008, 8:40 am JaFF Post #130



In that case, remove me from the tester list - I won't be able to do anything starting from September 19th.



None.

Sep 3 2008, 1:29 am Lingie Post #131



Thank god, my suspension is finally gone. How'd you fix it? O_O

And by the way excalibur. GET ON TS! My IP on B.net just lifted! ;DDD



Lingie#3142 on Discord. Lingie, the Fox-Tailed on Steam.

Sep 3 2008, 7:13 am JaFF Post #132



The rooftop location had a doodad in it that blocked the units.



None.

Sep 3 2008, 4:57 pm Lingie Post #133



.. Lol. Well, you can blame Doodad Crazed Excalibur for that.



Lingie#3142 on Discord. Lingie, the Fox-Tailed on Steam.

Sep 3 2008, 8:06 pm FooFighters Post #134



Quote from Darkling
.. Lol. Well, you can blame Doodad Crazed Excalibur for that.
Lol, you can never have too much doodads... or can you... lol :lol:



None.

Sep 14 2008, 6:24 pm Gangster4Life Post #135



been a week already..... anything on release?



None.

Sep 16 2008, 7:44 am Neptune Post #136



I feel it would only be an official sequel if the original map creator made the map, nothing personal.

For an example, if a movie director made the first film but not the second.. it just wouldn't be the same.


But from what I've read it seems like you're doing your hardest to stay true to the original, I wish you luck.



None.

Sep 16 2008, 7:54 am Excalibur Post #137

The sword and the faith

Quote from Gangster4Life
been a week already..... anything on release?
Due to school, progress is a snail's pace at best.

Quote from Neptune
I feel it would only be an official sequel if the original map creator made the map, nothing personal.

For an example, if a movie director made the first film but not the second.. it just wouldn't be the same.


But from what I've read it seems like you're doing your hardest to stay true to the original, I wish you luck.

If PK was still around and/or was planning a sequel I wouldn't be doing it.




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Sep 16 2008, 8:01 am Lingie Post #138



And I wouldn't be helping!



Lingie#3142 on Discord. Lingie, the Fox-Tailed on Steam.

Oct 7 2008, 11:24 pm Gangster4Life Post #139



?dead map?



None.

Oct 8 2008, 2:07 am Excalibur Post #140

The sword and the faith

Not dead. As soon as I get a break from school, probably around Christmas, I'll resume work.




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[12:24 pm]
Ultraviolet -- Zoan
Zoan shouted: TheHappy115 Oh, I mentioned in a thread but not the shoutbox, but it does work if you run SC in 32bit as suggested by Butch.
I found 64-bit SC broke all sorts of stuff, I never liked it
[12:21 pm]
No-Name-Needed-II -- Zoan Could it have something to do with the turn rate? I found recently the hard way that when I have too many unit orders triggered at once with hyper triggers on "I think it was Dynamic" It caused a crash similar to an EUD crash on non-eud maps.. -Also when does the map crash?? does it crash after briefing at start of game??? or does it crash when you use a spell???
[07:35 am]
MINT_H -- Map Upload
[02:42 am]
Zoan -- TheHappy115
TheHappy115 shouted: I had played spellsword on Remastered roughly 3 - 4 years and it worked fine so not sure why it doesn't work now. Big Rips. I know there is some form of trigger that detects whether its online or not but I imagine it has something to due with latency
Oh, I mentioned in a thread but not the shoutbox, but it does work if you run SC in 32bit as suggested by Butch.
[08:53 pm]
TheHappy115 -- such as things like Center View work differently on online play (instant on online while single moves the screen slowly and pauses)
[08:52 pm]
TheHappy115 -- I had played spellsword on Remastered roughly 3 - 4 years and it worked fine so not sure why it doesn't work now. Big Rips. I know there is some form of trigger that detects whether its online or not but I imagine it has something to due with latency
[2022-5-23. : 10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[2022-5-23. : 9:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[2022-5-23. : 5:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[2022-5-23. : 5:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
Please log in to shout.


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