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Fatal Error

02-17-2008, 05:28 PM#1
Joker
If you get a fatal error at the beginning of the loading screen, wheres the error?
02-17-2008, 08:41 PM#2
Fluff
Is this in a map that you've made? Could be the result of a bad custom model. At about what % does it crash?
02-18-2008, 12:45 PM#3
Gorman
when ever i get that its because of triggering, i accidentally edit the map coding or whatever.
Or if someone trys to use shadowfrench maphack on B-net. *shrug*
02-18-2008, 06:14 PM#4
rulerofiron99
If it happens every time it's likely an infinite loop at map initialisation. Or refering to a player number above 16, or maybe you need to take your ram out and clean it.
02-19-2008, 08:07 AM#5
FadedImage
couldn't he also have a map initialized division by zero?
loading map... OH SHI--
02-19-2008, 10:42 AM#6
Tide-Arc Ephemera
I've been taught (and told) by trial and error that coloured team/alliance/whatever names can cause crashes.
02-19-2008, 12:00 PM#7
Gorman
ive seen them in maps before, but is that just changing by triggers? (if possibles)
02-19-2008, 11:07 PM#8
Ammorth
Triggers, I believe are loaded in the last 3/4ths of the map loading (usually the longest part, where it can stop sometimes).

Things happening in the front 1/4 of the load should be unit-data, next should be terrain, pathing-map and doodads, and then finally triggers, pre-placed units and destructibles.
02-19-2008, 11:34 PM#9
The Elite
how the F*** do you know that?
02-20-2008, 01:29 AM#10
Fluff
And I think custom models and textures come in the for part too, maybe around 20-25%?
02-20-2008, 02:20 AM#11
Ammorth
Quote:
Originally Posted by The_Elite
how the F*** do you know that?

Previous events and just some common sense.

object data would have to be loaded first, so the jass could reference them by their IDs
Terrain would have to go before the scripts so then certain functions can be called and an environment is ready for manipulation.
I know for a fact pre-placed unit are created when the jass script starts loading, and then after the units, your custom triggers.
02-20-2008, 06:07 AM#12
Gorman
Is there anyway to make it load once the map has loaded? like importing the triggers from an external file or the object settings etc.
02-25-2008, 10:00 PM#13
de[hydra]te
Could it be H2I?? i mean, the H2I function, or at least the way i tried exploiting it (the way the Abuff sys did it) kept giving me crashes when the map is loaded
03-04-2008, 08:42 PM#14
rulerofiron99
Quote:
Originally Posted by The_Elite
how the F*** do you know that?

Determine it for yourself if logic doesn't seem to make sense.

How:
1. Make a new map. Size 32x32.
2. Save and test, notice that everything is instant?

3. Change size to 256x256.
4. Save/test. Where does the map stop sightly? If it isn't quite apparant, do step 5.
5. Open windows Paint. Make it about 400x400. Fill it will blue, and use the spray tool to cover it with about 25-50% pink. Save, convert to .tga, import into map, set a random building's pathmap to this image. Place that building, save and test. Notice the place of stoppage yet? this is where it loads the map pathing.

6. Make a new upgrade or ability, with 100 levels. Then another 2 or 3. Save/test, and take a look at where it freezes.

7. Go into unit data and select the footman or something random. Copy, pastepastepastepastepaste a few dozen times. Save/test, notice where it stops.

8. Make a trigger. Make lots of actions, and i mean a lot. copypaste the trigger a few times, save/test and once again notice the stoppage point.

If you have come this far, congratulate yourself, for you are now a proper geek.
03-05-2008, 10:15 AM#15
A Dreamer
Quote:
Originally Posted by Ammorth
Triggers, I believe are loaded in the last 3/4ths of the map loading (usually the longest part, where it can stop sometimes).

Things happening in the front 1/4 of the load should be unit-data, next should be terrain, pathing-map and doodads, and then finally triggers, pre-placed units and destructibles.

you skipped a part before triggers which is variables. And also i think the preplaced units and destructibles are right after the doodads. I came with that conclusion after some epxeriments i did. I made some maps with just variables (about 50 with arrays) and the bar stuck in about the 3/5 of the total lenght. I tested it with allmost everything and i think i'm right (allthough that doesn't mean that i am absolutely right... )

Hm.. and right after i posted this quote i read the reply above by rulerofiron99... LOL