Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Problem with replays
Problem with replays
Jan 21 2009, 5:19 am
By: Oo.DaMeiN.oO  

Jan 21 2009, 5:19 am Oo.DaMeiN.oO Post #1



There have been a mass amount of problems with a few maps, and its inconstant it seems.

Following problems

Randomly will crash at start of game, sometimes it does sometimes it doesn't.
( Even with more than one player )

Randomly freezes the replay ( Units wont move etc. etc. )
( No speed up or down has happened either )

Any ideas? Thanks.



None.

Jan 21 2009, 5:26 am Roy Post #2

An artist's depiction of an Extended Unit Death

I've heard many complaints about replays recently. This is a theory, but I believe that Blizzard did as flawless a job with the replay-with-text feature as they did with the /r to reply feature. (Edit: Apparently, blacklight didn't catch what I was trying to say about the /r feature, or perhaps was just elaborating on my point.)

In short, Blizzard probably coded something poorly, and now the communities that value replays are suffering from it.

Wait for the next patch? There's no real known way of fixing a problem such as this.

Again, just my theory. I'd be more than happy to see a post following this saying I'm wrong.

Post has been edited 1 time(s), last time on Jan 21 2009, 5:32 am by Roy.




Jan 21 2009, 5:27 am Falkoner Post #3



Replays are a bit screwy, one issue for you could be that these replays were created before the last patch, which could cause some glitches, as they did some work with replays, but also, there are lots of issues with replays, like the speed changing causes trigger problems, more than 3 upgrades causes problems, and really there's no way of fixing it.



None.

Jan 21 2009, 5:47 am Decency Post #4



A note. Replays which are causing new crashes also crash BWChart if you try to view the actions at that time.

Very strange, but I also think it's due to the new text-in-replays command.



None.

Jan 21 2009, 7:33 pm UnholyUrine Post #5



A note to all is that with replays.. if the maps don't use Wait triggers, it doesn't freeze that often (especially trigger intensive units [units being used to trigger triggers]) ... for me.. it's mostly luck :P so i usually don't bother with replays...

Can anyone explain why TS replays work most of the time? .. I doubt anyone can...



None.

Jan 21 2009, 10:24 pm NudeRaider Post #6

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

I think hyper triggers make replays work again despite waits.
But without hyper triggers (mostly old maps) waits make trigger timing inaccurate for speeds above x1.




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[10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
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