Staredit Network

Staredit Network -> Modding Chat -> Solve the problem....
Report, edit, etc...Posted by BroodKiller on 2006-08-18 at 07:49:43
Oh please, I don't want'em. I want to figure out the crashers - better donate them to the modding contest:)

EDIT: Another one is the Yamato Gun's energy cost - 255 is too much.

Yet another is the weapons.dat entry ID #8 (Hellfire Missile (Normal)) Behaviour: "Appears on target" while it is a projectile.

Another one: Weapons.dat entry 11 (Arclite Cannon) Behaviour: "Go to Max Range".

Another: weapons.dat entry 19 (ATS Laser Battery) has minimum range higher than the maximum range.

Another: weapons.dat entry 81 (STA Photon Cannon) Explosion is set to: "Unknown (Crash)"

Dunno about this one (can't test it), but isn't the Defiler flingy.dat entry's Turn Radius too big - 150? I bet this is it, because that's the only thing in flingy.dat that I found different to the default file.

Another: Infested Terran (units.dat ID 50) has "Require Creep" checked

Another: Dragoon (units.dat ID 66) has "Flying Building" checked.

Another (not certain): Interceptor (units.dat ID 73) Attack Unit AI order is set to "Attack Unit" and not "Strafe Unit1"

I didn't go into images.dat yet, because it's too big a file to skip through just like I did with the other files. smile.gif
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-08-18 at 12:15:09
blink.gif BK, you scare me. I never thought you were actually gonna DO it...
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-18 at 12:18:06
Of course they go to the contest.

QUOTE
Another one is the Yamato Gun's energy cost - 255 is too much.

Yes, 40mins.
QUOTE
Yet another is the weapons.dat entry ID #8 (Hellfire Missile (Normal)) Behaviour: "Appears on target" while it is a projectile.

No. This does not crash.
QUOTE
Another one: Weapons.dat entry 11 (Arclite Cannon) Behaviour: "Go to Max Range".

Yes. 50 mins.
QUOTE
Another: weapons.dat entry 19 (ATS Laser Battery) has minimum range higher than the maximum range.

Yes. 50 mins.
QUOTE
Another: weapons.dat entry 81 (STA Photon Cannon) Explosion is set to: "Unknown (Crash)"

Yes. 30 mins.(It has crash in the name...)
QUOTE
Dunno about this one (can't test it), but isn't the Defiler flingy.dat entry's Turn Radius too big - 150? I bet this is it, because that's the only thing in flingy.dat that I found different to the default file.

Yes. This causes the defiler to glitch in spinning. 100 mins.
QUOTE
Another: Infested Terran (units.dat ID 50) has "Require Creep" checked

Fake.
QUOTE
Another: Dragoon (units.dat ID 66) has "Flying Building" checked.

It does? I thought I checked Requires Psi...anyway, it's fake.
QUOTE
Another (not certain): Interceptor (units.dat ID 73) Attack Unit AI order is set to "Attack Unit" and not "Strafe Unit1"

Fake. Srry, this isn't a glitch or crash. It actually plays like a mod would.
QUOTE
I didn't go into images.dat yet, because it's too big a file to skip through just like I did with the other files. smile.gif


There's only 3 in images.dat left. none in techdata, 1 in flingy, and I'm not sure how many left in units and weapons...

Report, edit, etc...Posted by BroodKiller on 2006-08-19 at 09:48:04
QUOTE(Lord_Agamemnon @ Aug 18 2006, 06:14 PM)
blink.gif BK, you scare me.  I never thought you were actually gonna DO it...
[right][snapback]546840[/snapback][/right]

Ok, maybe in the end I am a nerd, but hey - I've been modding for like 6 years ok? crazy.gif

ADDITION:
Another one: Images.dat entry 16 (Defiler) uses Iscript ID 36 (Zerg Birth)

Another one: Images.dat entry 2 (Scourge Birth) does not have it's Overlay 4 pointer.

Another (not 100% certain): Images.dat entry 263 (Academy) uses improper Overlay 2 (Gateway's)

Another one (not really): Images.dat entry 91 (Ultralisk Cavern) uses Special Pallete and it uses the "1-Orange" type.

Another one: flingy.dat entry 44 (Shuttle) is under "Iscript Control", and it should be "Flingy.dat control".


Good old hex skills help a lot smile.gif

ADDITION:
Another: units.dat entry 37 (Zergling) has an Air weapon (Glave Wurm)

Another: units.dat entry 4 (Goliath Turret) has a subunit (Seige Tank Turret (Tank Mode)



ADDITION:
QUOTE(DiscipleOfAdun @ Aug 18 2006, 06:17 PM)
Of course they go to the contest.
It does?  I thought I checked Requires Psi...anyway, it's fake.

But it WILL crash if it tries t lift off, and it doesn't have the necessary animations in the Iscript smile.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-21 at 18:27:00

QUOTE
Another one: Images.dat entry 16 (Defiler) uses Iscript ID 36 (Zerg Birth)

??? No it doesn't. Entry 16 isn't the defiler either, it's defiler remnants.
QUOTE
Another one: Images.dat entry 2 (Scourge Birth) does not have it's Overlay 4 pointer.

Yes. 75 mins.
QUOTE
Another (not 100% certain): Images.dat entry 263 (Academy) uses improper Overlay 2 (Gateway's)

Yes. 50 mins
QUOTE
Another one (not really): Images.dat entry 91 (Ultralisk Cavern) uses Special Pallete and it uses the "1-Orange" type.

Yes. 50 mins
QUOTE
Another one: flingy.dat entry 44 (Shuttle) is under "Iscript Control", and it should be "Flingy.dat control".
Good old hex skills help a lot smile.gif

yep. 50 mins
QUOTE
ADDITION:
Another: units.dat entry 37 (Zergling) has an Air weapon (Glave Wurm)

yes, air weapon bad. 40 mins
QUOTE
Another: units.dat entry 4 (Goliath Turret) has a subunit (Seige Tank Turret (Tank Mode)

doesn't do anything...srry.
QUOTE
ADDITION:

But it WILL crash if it tries t lift off, and it doesn't have the necessary animations in the Iscript smile.gif
[right][snapback]546852[/snapback][/right]

but, it doesn't have the button, so it doesn't matter.

There are:
8 Units.dat remaining
2 Weapons.dat remaining

Total to contest: 740 mins
Report, edit, etc...Posted by BroodKiller on 2006-08-24 at 13:42:39
I am not entirely sure about these two, since I can't test them in-game, but isn't the damage for Yamato Gun (ID 30) and Phase Disruptor Cannon (ID 77) too big? 5000?
Report, edit, etc...Posted by Voyager7456(MM) on 2006-08-24 at 15:16:54
5000 is fine... you can set it to that in regular maps and it will still work.
Report, edit, etc...Posted by dumbducky on 2006-08-24 at 16:09:54
I'd like to look through the .MPQ, but I really don't know what causes crashes. My choice would be to try everything in game and then check out all various related things.
Report, edit, etc...Posted by BroodKiller on 2006-08-24 at 18:07:02
Many crashers can be noticed right away, even without running the game. That's how I spotted them here. On another note, you need to be aware what may cause a crash, which is a matter of the amount of SC modding research that you've done.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-08-24 at 20:10:40
I found mine with help from DoA tongue.gif

I never would have understood the raynor one if it wasn't for DoA... Something to do with spider mines...
Report, edit, etc...Posted by Voyager7456(MM) on 2006-08-24 at 20:56:05
Hehehe... laugh.gif

I have experience with that one. tongue.gif
Report, edit, etc...Posted by BroodKiller on 2006-08-25 at 10:01:39
Here are my next 2 guesses:

!)Weapons.dat entry 77 (Phase Disruptor Cannon-Normal) has cooldown of 2.

@)Weapons.dat entry 100 (Neutron Flare) has cooldown of 1.

Such small values work for the spells because they can be cast just once or twice in a certain amount of time, but won't work for the weapons because they are used continously and will eat up game resources.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-25 at 12:23:21
???, I don't think I even edited those two...
Report, edit, etc...Posted by Pie_Sniper on 2006-08-25 at 12:26:52
You did. tongue.gif
Report, edit, etc...Posted by BroodKiller on 2006-08-25 at 12:46:18
Tell ya what, DoA - check if all the crashers you have written down are in this archive, ok? And someone please test this cooldown thing for me, because if it does crash, then we would have two more, this time 'unwanted', crashers tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-08-25 at 13:00:22
So I did. But they shouldn't crash. It would probably act like the valks do - lockup the weapon limit.

I wrote them down as I created them...here's part of the list:

CODE
FLINGY.DAT

4. Turn radius to 150.SOLVED
44. Iscript move control.SOLVED

IMAGES.DAT

2. no lob file.SOLVED
34. Shadow uses normal iscript.SOLVED
91. Palettes.SOLVED
263. Change over2 to 175.SOLVED


FAKE:
167.  Emp palette.

TECHDATA.DAT
8. 255 mana.SOLVED

FAKE:

25. Time of 0

Report, edit, etc...Posted by BroodKiller on 2006-08-25 at 13:05:56
Hmm...I'll probably have to dig into these files more than I did so far. Or perhaps some of the crashers are so 'specific' that they can be found only during gameplay? Wolfs in sheeps' skins? wink.gif
Report, edit, etc...Posted by Pie_Sniper on 2006-08-25 at 13:11:30
I had 60 corsairs at one cooldown going, and it didn't crash. smile.gif
Report, edit, etc...Posted by BroodKiller on 2006-08-25 at 13:12:24
T3h c4rn4g3, that's what I call it...tongue.gif
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-08-25 at 16:15:04
They don't lock up like valkeries because with valkeries the sprites remain there for a period of time, and the corsair just goes *PEW*. Well, that's my guess, anyway tongue.gif
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-08-25 at 21:34:33
QUOTE(Pie_Sniper @ Aug 25 2006, 12:11 PM)
I had 60 corsairs at one cooldown going, and it didn't crash. smile.gif
[right][snapback]550493[/snapback][/right]

Well, there's a differance in using a weapon overlay dealing the damage than the actual unit having to move a certain way each shot. tongue.gif

Just think about it and you'll see that it causes a crash, the dragoon has to follow a semi-long script when attacking, making it cast another attack before the last one finishes would make it load 2 scripts, controlling the same thing at the same time, making it do completely differant things and confusing/freezing up the game.


at least, that's the way I see it...blizzard might have hardcoded a way around this...(maybe unit dies and script doesn't run?)
Report, edit, etc...Posted by DiscipleOfAdun on 2006-09-15 at 12:10:59
With the mod contest closing, and I having given almost all my minerals, this is pretty much moot now. If you want to stab at trying to find the other changes that crash, be my guest. I'll tell you if you are right. Eventually I'll post my log on everything I did that crashes.
Report, edit, etc...Posted by BroodKiller on 2006-09-15 at 14:28:31
I'll give it a try eventually, but not right now. It is a very interesting challenge, by the way.How much are there yet to be found?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-09-17 at 11:35:04

QUOTE
There are:
8 Units.dat remaining
2 Weapons.dat remaining

That's what's left. I double checked them just in case.
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