IceXuick's maps... - Page 2

IceXuick's maps...

Discuss maps & map creation - from concept to execution to the ever elusive release.

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IceXuick's maps crash my spring

yeah
18
30%
no
43
70%
 
Total votes: 61

Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

We need the lobby to checksum maps too, so one can't sync (lobby sync, not in game sync) without a binary equal map.

I say this because I recall reading DeltaSiege (or another IceXuick map?) was released twice by accident, with the same smf name causing desyncs in game if people used the different versions.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Tobi wrote:
Forboding Angel wrote:I will look into this. It may be a seperate issue altogether. I will look into it and see if I can come up with any conclusive proof.
Instead of a conclusive proof, provide us with a 100% reproducible bug report, that's even more useful.
THat's the hardest part. It's seems to be utterly and completely random and for only about 1/3 or the community.

My guess would be something to do with how spring renders lighting, however that is a complete shot in the dark. It could also have to do with driver issues as well, which just makes it harder because I for example use custom drivers for my GF FX 5500 256ddr, because the once from nvidia cause problems for me (and it seems all FX cards) in spring. However this is far from comprehensive or even conclusive. I do know that people with FX series cards generally have problems in spring.

One of my ideas was to install the nvidia latest drivers on my card and see if I start getting crashes. I can always roll back, so no real sweat there.

Tobi, I will try, but I can't promise anything. Spring never crashes for me, and I think it has a lot to do with my driver setup, but that's a little hard to pinpoint.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Tobi wrote:We need the lobby to checksum maps too, so one can't sync (lobby sync, not in game sync) without a binary equal map.

I say this because I recall reading DeltaSiege (or another IceXuick map?) was released twice by accident, with the same smf name causing desyncs in game if people used the different versions.
couldn't agree more
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Tobi wrote:We need the lobby to checksum maps too, so one can't sync (lobby sync, not in game sync) without a binary equal map.

I say this because I recall reading DeltaSiege (or another IceXuick map?) was released twice by accident, with the same smf name causing desyncs in game if people used the different versions.
I 3rd 4th and 5th that statement.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Tobi wrote:
Forboding Angel wrote:I will look into this. It may be a seperate issue altogether. I will look into it and see if I can come up with any conclusive proof.
Instead of a conclusive proof, provide us with a 100% reproducible bug report, that's even more useful.
do you mean the spring dump? I can save that dump for you.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

All things point to the problem lying somewhere in the loading, which explains why corruption/crash occurs from the get-go sometimes when you play the map, and not in mid-game or so.

Now we just need one of you with trouble on these maps to load one a few times and try and reproduce the error, then just change the SMD vaue to a positive one and see if it still occurs.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

it crashes for me as I look around... I have no idea why.. it depends on where I look. It has yet to be in the same spot though.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

I was going to say I wouldn't be suprised if the crash errors depended on video drivers, but FA beat me to it.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

smoth wrote:it crashes for me as I look around... I have no idea why.. it depends on where I look. It has yet to be in the same spot though.
The exact same thing that was happening on pathways. Changed it to a positive number and vproblem fixed.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Without reading everything carefully :? , the values of the direction of the sun represent the 3 axis!? Maybe it makes a map crashable with negative values in one of the axis. That is, maybe the 3rd number (like tested) is ok as a negative but not the others.

And, anyway, a correct negative would mean that the sun is below the horizont.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

moon qx 20 does crash the game, 3 times so far for me.

Im confident the developers will take a look, as one was in 2 of those games :D


In the history os spring, has allways been maps that crash the games, i offer cookies to who names one.

i know the name of one:

Rugby ball. (or field?).

im sure there are more; some of the best maps have had this bug in them.. and lost populaity bc of that.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Well, at first i thought, OH NO!! all my maps are carbled!

but after reading all the posts, i also must say it's luckily, but strange, that it's a more random problem.

As far as i can tell i'm using the latest mothers mapconv, send it to more peepz, so probably not faulty.

my 7-zip parameters are exactly like the wiki and forum threads say.

Most of my maps use sun positioning of the smd creator.

But as for all this, im truly worried about the 27% of the people that voted, keep crashing on my maps. I must say, my maps usually are of more diverse detail than most others, but the downside is, that there is less tile-possibilty, and therefor the size will be bigger, and the cpu/gpu power needed to run it is probably a bit higher aswell.

Hopefully there is someone who can find a 100% clear engine bug or problem with the map, so it can be fixed.

Hopefully the players that don't get crashed on my maps still can enjoy them, i made them for you all, so i'm hoping you can all play them.

If anyone has news or info on this, post it!
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Well, I've noticed that negative sun position values tend to cause rather random crashes also. Make them positive, and no more crashes.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

hmm that's not very funny, cause it would upset the looks of the map (shadow is rendered with map for about 20%).

Most of my maps i rendered with more or less 'hard-coded-shadowing', first to give OTA cam players a good idea what the terrain looks like, and second to make it look good for players that don't can't run TAS with shadows on.

If this is the problem, can't this be fixed in the code somehow?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

IceXuick wrote:hmm that's not very funny, cause it would upset the looks of the map (shadow is rendered with map for about 20%).

Most of my maps i rendered with more or less 'hard-coded-shadowing', first to give OTA cam players a good idea what the terrain looks like, and second to make it look good for players that don't can't run TAS with shadows on.

If this is the problem, can't this be fixed in the code somehow?
ok from now on don't EVER use smd creator... I thought everyone knew this...
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Ok, I'm ignorant, but this sun angle thing seems weird.

Why are 3 numbers needed for the sun angle anyway? 2 numbers can determine a 3d angle fully. If the third is roll, it's not supposed to matter at all.

If it matters anyway, you can always use 360-44=316 degrees instead of -44 to get the same result, no? :shock:
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

bamb wrote:Ok, I'm ignorant, but this sun angle thing seems weird.

Why are 3 numbers needed for the sun angle anyway? 2 numbers can determine a 3d angle fully. If the third is roll, it's not supposed to matter at all.

If it matters anyway, you can always use 360-44=316 degrees instead of -44 to get the same result, no? :shock:
those values aren't angles. theyre coordinates for where the shadows should go..
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Ah, stupid me. :oops:
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

If the shadow are already rendered on the map, and want to disable the sun shading, maybe instead of putting the sun under the horizon, you can try using a very low GroundSunColor, UnitSunColor, GroundShadowDensity, UnitShadowDensity, and a very high GroundAmbientColor, and UnitAmbientColor? Hopefully Spring will crash less with low power sun (I wouldn't try null value, 0 sounds unsafe) than with undeground sun ?

But sure, if simply the next Spring.exe could be made to not crash when the sun is under the horizon, that'll be better.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

moon qx 20 does crash the game, 3 times so far for me.

Im confident the developers will take a look, as one was in 2 of those games :D
If you are refering to the "no rtti data" crash I just fixed that and it had nothing to do with the map, only killing a factory at exactly the wrong frame. (if there is not more of them causing the same type of crash of course)
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