Staredit Network

Staredit Network -> UMS Assistance -> Dropping problems
Report, edit, etc...Posted by micro119 on 2006-03-30 at 19:05:39
Okay heres the scoop, my map, Diplomacy WWII, i dunno if you've played it or not, drops ppl, ALOT, now i know most of you are gonna say too many units, delete some units, but thats not an option so save it okay? thx, im just wondering if there is a solution to my dropping problem
Report, edit, etc...Posted by Mp)7-7 on 2006-03-30 at 19:14:22
what kind of problem, u never stated what your problem was!

Is it that units arent being dropped?
Report, edit, etc...Posted by micro119 on 2006-03-30 at 19:15:53
no ppl are dropped from the game
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-03-30 at 19:18:30
Ha! That's simple... People are dropping off units! It happens all the time... since you reduce your units down to 1 dropship with your 1-8 units in it and you drop them... the computer has to create all these units and because in diplomacy... the more units the better... it make SC lag and drop anyone who is creating the lag... the droppers... So... it is unit count no matter how badly you don't want to hear that... But you cant do much about that... so... Oh well...
Report, edit, etc...Posted by micro119 on 2006-03-30 at 19:20:27
yes..... but! sometimes there won't even be dropships involved when ppl drop.... its probably just too many units, but i've heard of ppl solving a dropping problem without reducing unit numbers
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-03-30 at 19:22:33
Well then... Figure that out and your set... maybe you should put a limit to the dropships someone owns... Like bunkers... You can only have ten bunkers in Diplomacy... Maybe that's someone else's version but whatever.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-30 at 20:59:58
Dropping is the dreaded server split and only happens in diplo type maps. It happens when too many units are created too fast.(thats why on diplo 2x Gold you cant play with more than 4 players or most drop anyway). There are ways around this like using short waits in the triggers but that may slow the unit convert down(which I hate since you cant mass fast in diplo maps).

The way to fix that is to use a squared method. Instead of the condition bring to anywhere split the map or use a much better and more advanced engine than one that diplo maps normally use.(I could tell you one if you would like.
Report, edit, etc...Posted by Kyuubi. on 2006-03-31 at 21:14:18
i think i have this dropping problem in my map where people just drop in the beginning of the map. i don't think its the creating of units because there are no creating unit trigger. does it happen randomly where people just drop?

i am having ideas it might it might do with people lagging?
people just drop when its too laggy...but it happens randomly though...sometimes i am able to play in a full house with no problems, and times where people just drop and lags a bit.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-31 at 21:54:03
it has nothing to do with lag. Its because of starcrafts outdated more than 10 year old connection method. youll never get more than 10kb/s on starcraft downloads(get a max upload speed on wc3 since it has NAT). So if you flood the program code it will desync you and split the players.(Or drop just you). So if you have 50 triggers running at once.(since with hypers it will fire each list 12 times a second.

In fact Blizzard did programming on it and Added a 2 second Neo. Hypers are the real cause of this but since you need those you gotta make less triggers fire fast. Just an always wait 100 ms every 15 triggers and it will be fixed.
Report, edit, etc...Posted by micro119 on 2006-04-09 at 02:13:17
well i don't feel like going through ALL the triggers and adding wait 15ms, and i've maxed out on locations, so squaring the map is outta the question, but about this faster more advanced engine?
Report, edit, etc...Posted by Staredit.Net Essence on 2006-04-09 at 02:46:06
actually you could add a wait 100ms every 15 triggers on the list.
The advanced engine.... I had it before when i posted it. Now i forgot your gonna have to let me rethink it.

Edit:
Ok this map of mine(while being the only one of my maps that didnt get deleted because its old and was on my email for about 2 years).

The system runs 6 times faster than a normal diplo-map and only requires 2x the triggers. In a squared method the map would run 6x faster and would take 6x the triggers. Also this should prevent any server splitting that ever happens.

[attachmentid=18229]
Report, edit, etc...Posted by micro119 on 2006-04-09 at 14:23:19
so when you say wait 100ms every 15 triggers... do you mean put wait 100ms on one trigger, then skip 15 triggers, then wait 100ms, etc? and that won't mess up the game?

btw, what am i looking at in this map?
Report, edit, etc...Posted by Staredit.Net Essence on 2006-04-09 at 16:41:52
The way triggers work. Oh and that map is bugged to hell. Im working on fixing it formyself. And actually a 500ms wait time at the bottom of the script that turns the units to the other units should work just fine.
Report, edit, etc...Posted by WoodenFire on 2006-04-09 at 17:53:18
Every diplo map ive ever played is a newb map. I say just redesign the map from the ground up.

thx.
Report, edit, etc...Posted by fritfrat(U) on 2006-04-09 at 17:58:22
Call me crazy, but do a final compression and protect with uberation. I had two maps that kept on crashing on me constantly for no apparent reason, one with over 1200 triggers, both of them constantly spawning lots of units. For some reason, the compression and protection just magically fixed the crashing in both cases; I hope it does the same for you!

Note, I used uberation 2; I'm sure whatever stopped the crashing is still there in the new version, though.
Report, edit, etc...Posted by Red2Blue on 2006-04-09 at 20:00:24
Could it just be the players who are playing with having not so good computers and no so good internet connections? It's a new age people! Get new computers. Get new internet! At least 56k *wink*.

Or, it could be that people are dropping from crashing and etc from loading so many things at once. Starcraft can only run so well on older computers.
Report, edit, etc...Posted by fritfrat(U) on 2006-04-10 at 19:57:16
My maps that spawned lots of units that kept on crashing me did it when I was using my 2.8 Ghz machine, cable connection, and 1024 RAM... certainly good by starcraft standards. So no, I don't think it has to do with players having bad computers or connections.

Tell me if my crazy suggestion worked smile.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2006-04-10 at 20:59:59
no its the starcraft engine in general. It uses old connection standards and actually the "server split" also exists on some warcraft maps but can be fixed with good coding on it. New games that use better connection standards dont have this problem. So its not the hardware its the software. There is a reason they put a 2 second wait at the end of every trigger cycle isnt there.
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