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    posted a message on Help Requiered to Fix Lobby Teams - Load Crash!

    @Icesmaster: Go

    HI guys.

    I has a similar problem, but more severe. I searched blizz forums from top to bottom, googled, and even Mapster did not even have a solution.This is the closest I could get...

    The problem is that sc2 1.5.2 crashes to desktop, just right after showing the gold/yellow "Streaming..." progress bar close to the bnet rotating logo, when creating private/joining a match.

    It through's the error reporter with a [ACCESS_VIOLATION (0xC0000005) (occurred at 0023:00801381. The memory at '0x00000254' could not be read.) ] . Before everyone blames RAM for the error, as it normally is a ram issue, it only happens with 1 custom map. And this is the point of this post.

    It is a custom map I uploaded a while ago and worked in 1.5.1. Since the 1.5.2 update I decided to add the arcade info with some screenshots and stuff, this is where everything went weird. To ICEMASTER, your comment on you not being able to correct the lobby issue by re-uploading an earliier working version is a view I share. It seems that even after removing it from bnet with the download/upload manager and uploading the previous version again I had saved (luckily). It still appears to be the same version, with the same issue. And editor test works, but lobby create fails....

    Even stranger is that I asked other sc players to create a lobby, AND THEY COULD.... WTF ?

    When I delve into the gamelogs and find the crash .txt files I see in .... crash streaming.txt that a few lines read [72,129,480ms ID:00000000 Pr:00000000 18,446,744,073,709,551,615 + 0 RequestFile() - File doesn't exist "" ""] and I believe this is what the sc exe cannot 'read' with the C000005 exception.

    Does this mean I might have a currupt cache / update? There is no custom data / units in the map and uses all standard dependencies. Team setup is minimal and only has 1 variant setup.

    This is sooooooo frustrating as I cannot test the map properly online. Allready checked memtest, disk, win updates, gfx drivers, temps etc. All good. Posting the logs is useless except what I could see as useful.

    ANY HELP / SOLUTION is very welcome...

    [UPDATE] I narrowed it down to 2 things,by adding the challenges dependancy.When I opened the data editor I saw trigger error popup in debug mode when I tested: 1. Terratron STAND was missing 2. a few talking portrait cinematic was missing(the action was defaulted to Unknown Function in triggers)

    I think my 1.5.2 update didn't properly download. Pity Blizz removed the manual repairtool.

    Posted in: Triggers
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    posted a message on [Revived!] Map Night

    I'll c u there,Friday nights!

    Coould we jam some Photon Defenders as I need som expert opinion!

    Posted in: General Chat
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    posted a message on Fun or Not ratings

    Could you guys be so kind to test Photon Defenders. It is Only on EU currently. ♥

    Posted in: Map Review
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    posted a message on [Realesed- EU] Photon Defenders

    Hi ,I released ver 1.3a of "Photon Defenders" and it is growing quite rapidly,
    allready on page 2 of Tug Of War ^^with 1-6 hours played daily.
     It is also my second map project.

    However, I need some Expert opinions on playability.
      Most are impressed by the idea.So that is good, but I want more ppl to test.♥

    The load-down:

    Map is a 1-8 player wave defense type.

     Currently with 30 hard waves.With a boss every 10th wave.
     ♥1-5 Training waves
     ♥6-10
     ♥11-20 Multi waves
     ♥21-30 Power waves
     ♥31-40 "Out for Blood" waves - Under development.
     ♥41-50 "Soul Breaker" waves - Under development. will be extremely hard.!

    The Idea:
      ♣There is a Protoss mother ship in the center of a 8 pointed star shaped map.
         Spawns come from far end of star's "lanes" towards center with mission to destroy
        the Last Mosthership.
      ♣There are islands per player between the stars "lanes" with a Nexus
         with ample vespene and high yield minerals.10 placed on each other x 8.
         So harvesting is fast.
      ♣A portal is on each island that teleports units to the center by the mothership.
      ♣You train everything from the Nexus.And have the chrono ability as usual.
      ♣Building of forge allows Photon Defenders to be trained.They have an attack range of 8.
         And upgrades to level 1,2 and 3 damage.
      ♣Building a Twilight Council allows 2 Photon Defeneders to Merge into 1 Immortal,
        and an Upgrade- Immortal Attack range from 6 to 8.With Hardened shields(like normal).
         To keep that pesky bosses at bay.^^
      ♣Training takes 100 seconds, and waves spawn every 140 seconds.
     =============================================================
     I am adding new stuff/waves/fixes every week.

    Find me in EU bnet servers. Under "DefendersLeague" private channel.For Discussions, teams etc.{{https://docs.google.com/open?id=0B7ayRIlqS4VbUElhRzREZTNzZGc|Photon Defenders}}

    Posted in: Project Workplace
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    posted a message on Queens Talons After Balance Update

    @b0ne123:

    My thoughts exactly.Maybe its a 'live patch" which loads when the map loads... donno.

    Maybe this also has something to do with that spawn issue i told you about in IW...today

    Posted in: Data
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    posted a message on Taunt - can you trigger it with triggers
    I have rushed through the forums but might have missed it if it here at all .

    But for example, would it be possible to make say a Leviathan atttack and taunt by itself randomly. By that i mean only when actually attacking ? Reason im asking is becuase I have a map with boss waves, and want to spice up the bosses behaviours a ltttle as the have ;loads of Hp and takes a punch to kill.

    What I basically mean is I want the Leviation to stop attacking and say eg. rattle its 4 arms and roar.

    Do you need to fiddle with the model / behaviour / animation(create one) ?

    What would be the best way to do this- and the steps nessasary to make it happen ?

    Posted in: Triggers
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    posted a message on Photon Discs

    @Vortexx2010:

    Agreed,this is a very good idea, And i sense someone is probably working on a Counter strike type as we speak.... ^^

    Posted in: Map Review
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    posted a message on Photon Defenders EU testers needed

    Hi ,I released ver 1.3a of "Photon Defenders" and it is growing quite rapidly, allready on page 2 of Tug Of War with 1-6 hours played daily. It is also my second map project.

    If your too lazy to read heres a video

    Embed Removed: https://www.youtube.com/v/SpnB7xnQuC0?fs=1

    However, I need some Expert opinions on playability. Most are impressed by the idea.So that is good, but I want more ppl to test.♥

    The load-down:

    Map is a 1-8 player wave defense type. Currently with 30 hard waves.With a boss every 10th wave. ♥1-5 Training waves ♥6-10 ♥11-20 Multi waves ♥21-30 Power waves ♥31-40 "Out for Blood" waves - Under development. ♥41-50 "Soul Breaker" waves - Under development. will be extremely hard.!

    The Idea: ♣There is a Protoss mother ship in the center of a 8 pointed star shaped map. Spawns come from far end of star's "lanes" towards center with mission to destroy the Last Mosthership. ♣There are islands per player between the stars "lanes" with a Nexus with ample vespene and high yield minerals.10 placed on each other x 8. So harvesting is fast. ♣A portal is on each island that teleports units to the center by the mothership. ♣You train everything from the Nexus.And have the chrono ability as usual. ♣Building of forge allows Photon Defenders to be trained.They have an attack range of 8. And upgrades to level 1,2 and 3 damage. ♣Building a Twilight Council allows 2 Photon Defeneders to Merge into 1 Immortal, and an Upgrade- Immortal Attack range from 6 to 8.With Hardened shields(like normal). To keep that pesky bosses at bay. ♣Training takes 100 seconds, and waves spawn every 140 seconds.

    I am adding new stuff/waves/fixes every week.

    Find me in EU bnet servers. Under "DefendersLeague" private channel.For Discussions, teams etc.Photon Defenders

    Posted in: Map Feedback
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    posted a message on Square root integer.

    If i Understanf right, @Hookah

    You converted some integer value to a real with a math fuction of square root...? And want to get the converted value back to int ?

    Math Answer:To get the square root, divide the logarithm by 2 and convert the value back.

    I am currently experimenting with banks that save int(converted to real) numbers as square roots into the bank to counter bank hax. Its a work in progress.Im not saying its Dept of def. crackproof, but will keep you scratching your head to figure out the "key" for a long time.And as a second 'lock' mechanism im implementing an sort of MD5 checksum that is calculated in the game.

    But for now my lips are sealed on how to do this...until i perfect it I will do a tutorial on the idea which you can customise it in the future.

    Posted in: Triggers
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    posted a message on Suggestions for Improving The Popularity System, discuss here!

    The ONLY real way to deter from playing popular maps, and try new ones, has to do with the Retard♥ holding the mouse who is too lazy to move to Page 2 ,3 , 4 etc etc.... Rofl!!!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Terratron(need some suggestions)

    @MrZ3r0: Go

    Hi, I got the Sc2 Terratron to attack and use its behaviours. It fires and everything...

    I just cant see / locate a way to make the right arm : point at a target , and then shoot....

    Does anyone know a way? I looked at the thor, but it rotates the whole model. not what i want.? ANY IDEAS worth looking at ?

    Posted in: Project Workplace
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    posted a message on Make a Photon Cannon 'move' / 'patrol' possible??

    @DrSuperEvil: Go

    Thx I tried that And it did NOT work.Adding a move abilty and removing the Footprint is not ENOUGH... For some reason the move and patrol 'abilities' was hidden in the command card in game once i used a trigger to create a unit on map initialization / placed on map in the unit module.

    Strange, also that I noticed is, once the default command abilities was replaced / deleted (like the build buttons) the 'probe' with the cannon model and actors was stationary again with ONLY the attack and stop commands. >:?(

    What I did to counter this effect: Move the ability button down a level and put your custom-button first. Then the probe still has move patrol etc. (and works in the game ^.^)

    It seems as though there are indeed hidden attributes/variables/scripts being run in the background without our mapping commumities' knowledge. And may explain weird behaviour noticed by most ppl.

    Happy mapping..!

    Posted in: Data
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    posted a message on Make a Photon Cannon 'move' / 'patrol' possible??

    Hi there is it possible and HOW can I make photon cannon Move?

    I removed the default Footprint....

    What do I need to set in Data Editor to make it happen ? ^^

    SOLUTION: ♥

    Make a copy of the probe, and change the model and actor to a photon cannon "phase cannon - photon cannon" Then Edit the abilities / comand cards as needed... Voila !! If you need it as building just add the "Structure" flag ...(have not tested yet) But the "cannon" is moving now. Hurah!

    Posted in: Data
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    posted a message on Can someone please explain lobby players....

    @Kueken531: Go

    Thx for reply, but isn't this what I am allready doing? ^^

    Variable - Set PlayerNumberInt[1] = (Player 1 from (Players on team 1)) Variable - Set PlayerNumberInt[2] = (Player 2 from (Players on team 1)) Variable - Set PlayerNumberInt[3] = (Player 3 from (Players on team 1))

    Posted in: Triggers
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    posted a message on Player enter region problems

    @sobatao: Go

    I found it helps to ad a player number to the trigger... hope it helps LEAK CHECKER 1 Events Unit - Any Unit Enters within 2.0 of Point 8 Local Variables Conditions (Owner of (Triggering unit)) == 12

    Posted in: Triggers
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