| 12-11-2009, 08:59 AM | #1 |
Gentlemen, I have made a map called Stars http://stars-map.perso.neuf.fr/ This map has a bug I never have seen: players are dropped. And, this is why I never saw such a bug, it is NOT desynchr: I made the tests with a bot, and the bot did not detect desynchr. Anyway, I use rarely the GetLocalPlayer function, but for hide texttags only. The map is made in VJass and uses standarts from there (Table, TimerUtils,GroupUtils,SoundsUtils,etc) The model are not corrupted. I have switch TimerUtils to Blue favor because of the hudge amount of timers used. Players do not have fatal errors. The only error message the bot provides is: ECONNRESET I absolutely dont know what I can do. Thanks by advance. |
| 12-11-2009, 01:22 PM | #2 |
post map. |
| 12-11-2009, 02:23 PM | #3 |
This may be a player-side or server connection error and not a map-side problem. If it's not a crash and it's not a desync, there's not much else it can be than someone disconnecting via some host error. Nothing I am aware of in WC3 coding can just 'disconnect' someone from a game. EndGame(false) maybe... |
| 12-11-2009, 04:05 PM | #4 |
Thanks for the answer, but this is weird. Is it possible 50% of the players in a map lag? :( |
| 12-11-2009, 04:18 PM | #5 |
It's not only possible, it's far more likely than there being some mystical code in your map causing disconnects without crashes/desyncs. Is there any common time or point in the map where such disconnects occur? Furthermore, can you post the map? That would help people investigate a lot. |
| 12-11-2009, 04:47 PM | #6 |
Post the map? Mmmm ok. Anyway I'm working on the next version, so the save/load is not a problem. Map non widgetized/optimized in the attachments. |
| 12-11-2009, 05:40 PM | #7 |
no one will steal your map, there is no stolen maps for last 7 years... (there is only one problem, some one may take your map and make it better) |
| 12-11-2009, 06:03 PM | #8 |
I love my weird map :( :D Nah, I was only thinking about the save/load code, but anyway, I will change it, and ...It's a bit useless. More, there is an open source on the dedicated website ;) The main reason the map is protected is to optimize it :) |
| 12-12-2009, 08:32 AM | #9 |
New information: the loading stops at 99% for some players. Could this only because this map needs a lot of power? |
| 12-12-2009, 09:32 AM | #10 |
Just w8 a bit, solution will come (its damn hard to debug vJass or zinc code, since you not able to view actual code. |
| 12-14-2009, 08:04 AM | #11 |
I have released a new Beta. Still players are sometimes stucked on the loading at 95%. But not all. In solo test, I never have the test. Is it possible this is due to the Optimizer of Vexorian or to the Widgetizer of Pfizer Mike? I ask this, because I rememeber I already have a probleme of optimizer for the same map, one year ago, and Vexorian explained me it was due to the non implementation in W3OPt of some IsUnitType(whichUnit,UNIT_TYPE_XXXX). More, I the new version of the map (here is the link), okay, there is a bug to the dialog system (in multiplayer not all can use dialog at the same time, but this is secondary). More, players are still stucked while loading the map. And I have checked all the triggers. During the loading the only functions called are: -AbilityPreload (the library from there) -SoundsUtils: the DefineSound functions -Array variables are declared (a lot) -Some Items preload And that's all :x So I really do not see what can makes a player stuck, only one, not the others, during the init. Okay ingame, maybe they are to much timer, I dont know, and some need perhaps to much power for all CPU. But I never stay stucked in solo, and I can not see what makes the loading stuck for some people without desynchro /fatal detected. That's why I ask about the Opt/Widgetizer Thanks a lot if you can save me! |
| 12-14-2009, 09:01 AM | #12 |
loading stuck is unknown problem, try to publish map without optimization (just delete wtg file for protection) |
| 12-14-2009, 09:08 AM | #13 |
The attached file I have uploaded in my last post is unprotected/widgetized/optimized |
| 12-14-2009, 09:50 AM | #14 |
did you play not optimized version online? |
| 12-14-2009, 09:58 AM | #15 |
Nope. |
