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Server split - yes i've search the forum(s)...

01-09-2007, 11:53 PM#1
PhoenixICE
i've looked through multiple forums from www.thehelper.net/forums to maps.worldofwar.net/forums/, and also searched this one and i still can't really find a solution to my problem -

this is what happens - game loads, gets stuck on 99% for about 20 sec - game starts usually 1-4 ppl lag (big map), 2-4sec later 50% of ppl are in different game but same title (server split) i've removed all map initialzation triggers to timer equals to XXsec and still same thing happens - how do i remove creep camp status? that maybe a problem, also would storing 500+ varibles cause it - and having 400+ units pre-loaded on the map cause it as well? i've also heard that if u have units pre-loaded in water it might cause crash is this true - and is it true for both shallow and deep water?

map is at = http://www.epicwar.com/maps/11094
01-10-2007, 01:16 AM#2
darkwulfv
Quote:
500+ varibles
Could be a factor.

And having 400+ units is nothing.
My test map has over 1000. It reaches the limit of 1080.

And your triggers are probably the issue. Unless the De-sync happens at the precise moment the map opens, then its your triggers.
01-10-2007, 01:25 AM#3
PhoenixICE
Quote:
Originally Posted by darkwulfv
Could be a factor.

And having 400+ units is nothing.
My test map has over 1000. It reaches the limit of 1080.

And your triggers are probably the issue. Unless the De-sync happens at the precise moment the map opens, then its your triggers.

well i store it over an interval of 5 seconds, yeah probably my triggers thats y i need help in this not sure which one.
01-10-2007, 02:09 AM#4
Feroc1ty
well how are we supposed to help you, we cant just use telekinesis to look at your trigger magically.
01-10-2007, 02:56 AM#5
Naakaloh
Of course we couldn't use telekinesis; unless we were to bring his computer to us or something. :P

I think the more global variables and preplaced units you have would explain the slow the loading, but it shouldn't desynchronize. I think the water thing is a myth as well. It looks more like you're just causing people to lag out of the map. Slow your computer's loading or find some way to speed theirs; it might make a difference.

As for removing "Creep Camp Status," I'm not sure what you mean, but you should be able to disable the use of the feature that shows the size of creep camps with an action somewhere under "Game" or "Visibility."
01-10-2007, 04:06 AM#6
PhoenixICE
Quote:
Originally Posted by Jokes-On-You
well how are we supposed to help you, we cant just use telekinesis to look at your trigger magically.

...dude i gave website link, if u knew that war3map.j has trigger scripts in it then u wouldn't be saying that.

Quote:
Originally Posted by Naakaloh
Of course we couldn't use telekinesis; unless we were to bring his computer to us or something. :P

I think the more global variables and preplaced units you have would explain the slow the loading, but it shouldn't desynchronize. I think the water thing is a myth as well. It looks more like you're just causing people to lag out of the map. Slow your computer's loading or find some way to speed theirs; it might make a difference.

As for removing "Creep Camp Status," I'm not sure what you mean, but you should be able to disable the use of the feature that shows the size of creep camps with an action somewhere under "Game" or "Visibility."

hmm i don't think so, i used a program to remove all units that are preloaded and still it happens
01-10-2007, 10:53 AM#7
Chocobo
Quote:
Originally Posted by PhoenixICE
...dude i gave website link, if u knew that war3map.j has trigger scripts in it then u wouldn't be saying that.



hmm i don't think so, i used a program to remove all units that are preloaded and still it happens

At Map Initialization or at Elasped Game Time? 30 second lag in initialization is nothing for 30 seconds lag in game.
01-10-2007, 11:45 AM#8
Vexorian
Quote:
Could be a factor.
My map has plenty more variables since I used structs
01-10-2007, 11:46 AM#9
PhoenixICE
Quote:
Originally Posted by Chocobo
At Map Initialization or at Elasped Game Time? 30 second lag in initialization is nothing for 30 seconds lag in game.

I mean totally remove not there at all
01-10-2007, 11:50 AM#10
iNfraNe
Simply disable triggers untill you find the trigger that does the desync and post that here. I'm (and im sure more of us) arent gonna download a map and look trough all the triggers untill we find a cause.

Remember, we do not know you, so why would we go trough all that hassle just to help you.
01-10-2007, 11:59 AM#11
Chocobo
Quote:
Originally Posted by iNfraNe
Simply disable triggers untill you find the trigger that does the desync and post that here. I'm (and im sure more of us) arent gonna download a map and look trough all the triggers untill we find a cause.

Remember, we do not know you, so why would we go trough all that hassle just to help you.

But hmm, he can try first to add a blank terrain (no unit no doodad and blabla) but with only initializations, then watching if the lag stills there. If yes, each trigger must be disabled one by one until the cause is found.
01-10-2007, 03:24 PM#12
shadow1500
I checked your map and it has game elapsed time events with time less than 2.0 seconds which is known to cause desyncs. Make sure all game elapsed time events have times greater than or equal to 2.0.
01-10-2007, 05:55 PM#13
Vexorian
My map has a 0 seconds one and it doesn't have issues there
01-10-2007, 07:28 PM#14
shadow1500
So? It depends on the map.
My map also had a 0 second one and it desynced 0-3 people at map init all the time, changing it to 2 fixed it. It also has been proven here.
01-10-2007, 08:06 PM#15
Joker
Quote:
Originally Posted by shadow1500
So? It depends on the map.
My map also had a 0 second one and it desynced 0-3 people at map init all the time, changing it to 2 fixed it. It also has been proven here.
It says a for "Game Tested Version" 1.17, which is fairly old