I'm currently working with a 256x256 map, and having completed about 50% of the maps usable space, I now find that whenever I load, a bunch of the doodads that I last placed on the map are disappearing.
Is there a Doodad limit in the editor? If so, why is it just removing my doodads without any error messages, and why is it letting me place more doodads even after the "limit" has been reached? If it's true, I could just continue the map on another map, and copy + paste it into mine just to publish, however that would be a huge pain.
Yes, I'm using the campaign dependencies, however they are already on the top of the list. Any other fix? It only seems to effect the doodad of Tree - Typhon, or so it appears, and not all of the ones that I place, only some of them.
My dependency list looks like:
Liberty (Campaign) ->
Liberty Story (Campaign) ->
Liberty (Mod) ->
Liberty Multi (Mod)
Yes, I'm using the campaign dependencies, however they are already on the top of the list. Any other fix? It only seems to effect the doodad of Tree - Typhon, or so it appears, and not all of the ones that I place, only some of them.
My dependency list looks like: Liberty (Campaign) -> Liberty Story (Campaign) -> Liberty (Mod) -> Liberty Multi (Mod)
Do I need to change the order?
Thanks.
If you still can, you may just want to go with the Story dependency. It includes all the others, and will prevent your editor from bugging out horribly later on.
Have you checked in-game to see if the doodads really are not there?
There are 2500 doodads in my game and the editor just cannot load them all with my current pc. They still show fine in-game though.
I just checked in game, and they are not showing up. My map likely has something around 12000 doodads, and they were all working perfectly until now. I seem to be able to place new doodads that aren't trees just fine and they stay after loading the map, but when I place new trees (only tested Typhon and Xil) some of them seem to disappear on a reload.
If you still can, you may just want to go with the Story dependency. It includes all the others, and will prevent your editor from bugging out horribly later on.
I tried removing the Story dependency, but I haven't tried removing the Campaign one but leaving the Story one, so I'll try that now.
If you guys have any other ideas, it would be great.
Thanks.
EDIT: Just tried removing the regular campaign dependency and it basically just says it's in use. I'm using some of the models like Civilian and Miner from the campaign set, and it won't let me remove the dependency without removing those models, essentially. I'm not even sure if the problem is related to dependencies.
After further testing I have discovered that there IS INDEED a doodad limit of 10 000. If you try to save with over 10 000 doodads, it removes a bunch of random ones to reduce it back to 10 000, no error messages, no warnings, nothing.
It's nowhere near overkill when you are working with a 256x256 ORPG map. In WC3 the limit was something like 7500 and after the no limit "hack" was found, I'd seen 256x256 maps with upwards of 20 000 doodads...it's honestly not that much when you think of the map size.
Well, in the end it has nothing to do with the dependencies, it just purely caps the doodads at 10 000. I've experienced no other glitches so I'm hesitant to touch the dependencies anymore.
Can you show a screenshot of your map? lol I use a LOT of doodads in my maps, but not nearly that many (as far as I'm aware)... I just want to see what 10,000 doodads looks like. :)
Can you show a screenshot of your map? lol I use a LOT of doodads in my maps, but not nearly that many (as far as I'm aware)... I just want to see what 10,000 doodads looks like. :)
Can't say my map is really that doodad heavy. It's barely 128*128 and has 2,500. A 10,000 doodad cap seems rather restrictive for a polished 256*256 map.
Hmm I seem to be approaching the doodad limit rather quickly aswell, working a 256x256 RPG map and especially forest areas and inhabitat (spelling?lol) places use up quite some doodads. Has anyone found some sort of program yet that allows you to go over, or perhaps a setting that allows you to go over?
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Hello.
I'm currently working with a 256x256 map, and having completed about 50% of the maps usable space, I now find that whenever I load, a bunch of the doodads that I last placed on the map are disappearing.
Is there a Doodad limit in the editor? If so, why is it just removing my doodads without any error messages, and why is it letting me place more doodads even after the "limit" has been reached? If it's true, I could just continue the map on another map, and copy + paste it into mine just to publish, however that would be a huge pain.
Thanks.
I bet that you are using the campaign dependencies, I ALSO bet that what you are experiencing are just the dependencies bugging.
Go:
File - - > Dependencies - - >
Move the campaign dependencies to the top of the list using the arrow buttons
problem fixed.
Yes, I'm using the campaign dependencies, however they are already on the top of the list. Any other fix? It only seems to effect the doodad of Tree - Typhon, or so it appears, and not all of the ones that I place, only some of them.
My dependency list looks like: Liberty (Campaign) -> Liberty Story (Campaign) -> Liberty (Mod) -> Liberty Multi (Mod)
Do I need to change the order?
Thanks.
Have you checked in-game to see if the doodads really are not there?
There are 2500 doodads in my game and the editor just cannot load them all with my current pc. They still show fine in-game though.
If you still can, you may just want to go with the Story dependency. It includes all the others, and will prevent your editor from bugging out horribly later on.
I just checked in game, and they are not showing up. My map likely has something around 12000 doodads, and they were all working perfectly until now. I seem to be able to place new doodads that aren't trees just fine and they stay after loading the map, but when I place new trees (only tested Typhon and Xil) some of them seem to disappear on a reload.
I tried removing the Story dependency, but I haven't tried removing the Campaign one but leaving the Story one, so I'll try that now.
If you guys have any other ideas, it would be great.
Thanks.
EDIT: Just tried removing the regular campaign dependency and it basically just says it's in use. I'm using some of the models like Civilian and Miner from the campaign set, and it won't let me remove the dependency without removing those models, essentially. I'm not even sure if the problem is related to dependencies.
After further testing I have discovered that there IS INDEED a doodad limit of 10 000. If you try to save with over 10 000 doodads, it removes a bunch of random ones to reduce it back to 10 000, no error messages, no warnings, nothing.
On another note: why the hell would you want over 9000 (10000) doodads?
that just seems like overkill :>
Move story to the top, not campagin.
@Vitkar: Go
It's nowhere near overkill when you are working with a 256x256 ORPG map. In WC3 the limit was something like 7500 and after the no limit "hack" was found, I'd seen 256x256 maps with upwards of 20 000 doodads...it's honestly not that much when you think of the map size.
Well, in the end it has nothing to do with the dependencies, it just purely caps the doodads at 10 000. I've experienced no other glitches so I'm hesitant to touch the dependencies anymore.
Thanks for everyones help though.
@KnightsOfTables: Go
Can you show a screenshot of your map? lol I use a LOT of doodads in my maps, but not nearly that many (as far as I'm aware)... I just want to see what 10,000 doodads looks like. :)
Can't say my map is really that doodad heavy. It's barely 128*128 and has 2,500. A 10,000 doodad cap seems rather restrictive for a polished 256*256 map.
Is there a unit cap? Make neutral units that can't move with the doodad model (for example trees). Problem solved?
Just checked it. Unit cap is 2048.
so you can wait until there is a limit increase, another workaround, or use the way I described to add more doodads.
Another correction: unit cap is 2048 for the same unit (for example zerglings). Would be nice to know what the real cap is there ^^
Hmm I seem to be approaching the doodad limit rather quickly aswell, working a 256x256 RPG map and especially forest areas and inhabitat (spelling?lol) places use up quite some doodads. Has anyone found some sort of program yet that allows you to go over, or perhaps a setting that allows you to go over?