@Aculem:
Could you try deleting the last few instances/triggers you created recently that reference the variable?.
Edit: Because I assume you test often, and the problem likely occurred recently with the addition of more references to it.
The fact that deleting every variable besides this one (even if its virtually every variable) strongly suggests that there's some form of memory leak or galaxy bug at play and not a legitimate memory overload.
Alright, original posts deleted because my original theories were false. Turns out I just hit a script limit; that is, too many triggers affecting the overall script size. For future reference, the limit seems to be around 40,000 lines. I really hope this is not the case, but I've reached a point where all I have to do is make one more trigger and the game fails due to too large a script, so I don't know what else it could be.
Just so you know, no error pops up, the game just starts and none of the triggers work at all. If you open the map up with a debug window, all it says is "Too many threads: script too large"
Please don't delete you posts. Just edit in a message that you were wrong or something. Otherwise this thread becomes pretty confusion (for example bone's post... o0)
Anyway, "too many threads" doesn't sound like it's actually the amount of scripts but the amount of triggers running parallelly. "Script too large" spells a pretty clear problem tho :p
But yea, there is a script limit. At some point the required memory for the compiled code exceeds 2.5 MB and then you're done for.
But I dare to say that your map is just poorly made. 40,000 lines of code.. My biggest map project (in WC3) took me 2 years and it's "just" 18,000 lines.
Let me guess.. you have like 8 players and made a set of seperate triggers for each player? Yes? There we got the issue :)
Yeah, it's a 13 player map, but I don't have any duplicate triggers, I just loop through arrays to account for all the players so that doesn't grossly inflate the script size, it might as well be one player.
I suppose I have to deal with it though. No one feature in this map exceeds 500 lines of code, so pruning seems like the only option if that's really the script limit.
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@Aculem: Go
The fact that deleting every variable besides this one (even if its virtually every variable) strongly suggests that there's some form of memory leak or galaxy bug at play and not a legitimate memory overload.
what about: http://us.blizzard.com/support/article.xml?locale=en_US&tag=SC2icpolicies&rhtml=true
Advertising This category includes content which advertise:
does this mean I'm not alowed to advertise greenpace but I'm aloud to advertise coke?
Alright, original posts deleted because my original theories were false. Turns out I just hit a script limit; that is, too many triggers affecting the overall script size. For future reference, the limit seems to be around 40,000 lines. I really hope this is not the case, but I've reached a point where all I have to do is make one more trigger and the game fails due to too large a script, so I don't know what else it could be.
Just so you know, no error pops up, the game just starts and none of the triggers work at all. If you open the map up with a debug window, all it says is "Too many threads: script too large"
@Aculem: Go
Please don't delete you posts. Just edit in a message that you were wrong or something. Otherwise this thread becomes pretty confusion (for example bone's post... o0)
Anyway, "too many threads" doesn't sound like it's actually the amount of scripts but the amount of triggers running parallelly. "Script too large" spells a pretty clear problem tho :p
But yea, there is a script limit. At some point the required memory for the compiled code exceeds 2.5 MB and then you're done for.
But I dare to say that your map is just poorly made. 40,000 lines of code.. My biggest map project (in WC3) took me 2 years and it's "just" 18,000 lines.
Let me guess.. you have like 8 players and made a set of seperate triggers for each player? Yes? There we got the issue :)
@s3rius: Go
Yeah, it's a 13 player map, but I don't have any duplicate triggers, I just loop through arrays to account for all the players so that doesn't grossly inflate the script size, it might as well be one player.
I suppose I have to deal with it though. No one feature in this map exceeds 500 lines of code, so pruning seems like the only option if that's really the script limit.