Hello, I am Goéland. (Yah I know my username is ILikeKillAndYou) in hero attack we also have this problem. I managed to reduce the drop issue by about 90%, by removing all the trigger at start-up. Fusing all mod as one. Of course there still drop in the loading (about 3% of the player) and in the lobby (When your not able to type in it). That still reduced the amount of drop a lot.
Just a quick question, Do you use Trigger debugger? File -> Preference -> Test document -> Show trigger debugging window. I suggest you take a look and get under the trigger worst work time section. Giive a screenshot of your worse trigger. When a trigger have a infinite loop time it show as 54754792etc.. bla bla bla it will show with the least self work time trigger.
There rumor that have link to bank file, but I doubt so.
Hello, I am Goéland. (Yah I know my username is ILikeKillAndYou) in hero attack we also have this problem. I managed to reduce the drop issue by about 90%, by removing all the trigger at start-up. Fusing all mod as one. Of course there still drop in the loading (about 3% of the player) and in the lobby (When your not able to type in it). That still reduced the amount of drop a lot.
Just a quick question, Do you use Trigger debugger? File -> Preference -> Test document -> Show trigger debugging window. I suggest you take a look and get under the trigger worst work time section. Giive a screenshot of your worse trigger. When a trigger have a infinite loop time it show as 54754792etc.. bla bla bla it will show with the least self work time trigger.
There rumor that have link to bank file, but I doubt so.
I have only one trigger at start up. And first action of this trigger is "Wait 3 seconds". I don't have any triggers with run time 54754792. But during voting screen i have trigger which runs every 0.0625 seconds. May be it's causes a problem. Also may be it's a problem with banks...
The drop happen when the game start or after that 3 seconds? I know we have "some" drop at the hero loading screen cause well, people have sometime a toaster as computer. Never played your map, but I don'T think your bank file has that much in it? Score and that about it?
It happens in your Galaxy Vampirism map too. Some people were saying it's due to players dropping out of the lobby, not leaving, but disconnecting out of the lobby. They say when that happens it messes up the lobby, causing these drops. Sometimes the entire lobby drops, while sometimes it is half of the lobby. Most of the time when I host, this happens. This leads me to believe that it may also be the host that causes this drop. It is still a complete mystery to us though.
- It is definitely not banks because some maps that dont require banks do this.
- The chances of it happening depends on how long the lobby has been waiting.
my maps don't drop anyone(blue moons excluded), i have a lot of map initializations and loops.
Vicboy, your maps r very popular, grab some of those fanatics disable some of your triggers upload the map under a different name and test and isolate.
Edit: Hookah604 pmed to me and said to remove preload and sync events and disable trigger preloading. I tested it in offline mode. Bank works without preloading and sync events, lol? So these events now are useless and don't need more? You can just open bank and save it to variable. After this you can work with bank as normal, store variables, etc..
The preload bank trigger action creates an entry in a xml file within the map itself. The trigger actions for preload shouldn't do anything.
If the entry in that xml file isn't existing, then the bank won't be shared during loading screen anymore and maps that aren't existing for other players can't be opened. It makes sense because the game runs synchronized and therefore every player needs all data.
However, Blizzard has added a way to share bank files during runtime. It takes a while depending on the size, but it's possible. But, in most cases a distribution of the bank files during map load should be prefered.
Well, you can try that, but you would need to wait before using the data from the banks (it has its own wait statement). I didn't test this myself, yet, but from what I've heard, it's working.
Regarding the dropping issue, this seems to be a horrific problem. Maybe the loading of required assets is the problem as that is stalling specific players' computers. But it's just a guess.
I assume the banks are smaller than 1mb? So, their size cap shouldn't be the problem...
well currently none of my maps r dropping players, old ones or new. and some maps don't drop players usually. i say, just for a day make a test map and just disable every single trigger on it. then have you and your fans join this private map, and see if any drop. I have played the thing and ive seen how it drops players, theirs always a couple.
My suggestion: have a single trigger on initialization that creates a dialog that replicates the appearance of the loadscreen. Then have a delayed trigger (1 second elapsed) that does all the heavy lifting while this "fake" loadscreen is displayed. You can add some text to display what is being loaded as well.
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This problem becomes very annoying, my map Probes vs Zealot 2 have a bunch of problems:
I checked all triggers, disabled triggers preloading. Nothing helped... Tips, suggestions?
http://www.youtube.com/user/RussianMapster
This is happening with my map too, About once from every 7-10 times. Any idea what is causing it? (I think it has to do with banks)
Hello, I am Goéland. (Yah I know my username is ILikeKillAndYou) in hero attack we also have this problem. I managed to reduce the drop issue by about 90%, by removing all the trigger at start-up. Fusing all mod as one. Of course there still drop in the loading (about 3% of the player) and in the lobby (When your not able to type in it). That still reduced the amount of drop a lot.
Just a quick question, Do you use Trigger debugger? File -> Preference -> Test document -> Show trigger debugging window. I suggest you take a look and get under the trigger worst work time section. Giive a screenshot of your worse trigger. When a trigger have a infinite loop time it show as 54754792etc.. bla bla bla it will show with the least self work time trigger.
There rumor that have link to bank file, but I doubt so.
I have only one trigger at start up. And first action of this trigger is "Wait 3 seconds". I don't have any triggers with run time 54754792. But during voting screen i have trigger which runs every 0.0625 seconds. May be it's causes a problem. Also may be it's a problem with banks...
http://www.youtube.com/user/RussianMapster
The drop happen when the game start or after that 3 seconds? I know we have "some" drop at the hero loading screen cause well, people have sometime a toaster as computer. Never played your map, but I don'T think your bank file has that much in it? Score and that about it?
It happens in your Galaxy Vampirism map too. Some people were saying it's due to players dropping out of the lobby, not leaving, but disconnecting out of the lobby. They say when that happens it messes up the lobby, causing these drops. Sometimes the entire lobby drops, while sometimes it is half of the lobby. Most of the time when I host, this happens. This leads me to believe that it may also be the host that causes this drop. It is still a complete mystery to us though.
- It is definitely not banks because some maps that dont require banks do this.
- The chances of it happening depends on how long the lobby has been waiting.
Drops happens to everyone. More likely if there's a lot of players in the lobby.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
my maps don't drop anyone(blue moons excluded), i have a lot of map initializations and loops.
Vicboy, your maps r very popular, grab some of those fanatics disable some of your triggers upload the map under a different name and test and isolate.
@SoulTaker916: Go akuma here lead dev for Hero Attack 3X. do you use teams 14 (mod) ?
Please read this thread where Rodrigo described problem with freezed loading screen http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/5685-the-root-of-many-bugs-player-leaves-game/#p6. Thoughts?
Edit: Hookah604 pmed to me and said to remove preload and sync events and disable trigger preloading. I tested it in offline mode. Bank works without preloading and sync events, lol? So these events now are useless and don't need more? You can just open bank and save it to variable. After this you can work with bank as normal, store variables, etc..
http://www.youtube.com/user/RussianMapster
@KorvinGump: Go
You don't need to preload in singleplayer. You still need to preload for multiplayer.
oO, so we need to wait answer from @Hookah604: Go.
http://www.youtube.com/user/RussianMapster
@KorvinGump: Go
The preload bank trigger action creates an entry in a xml file within the map itself. The trigger actions for preload shouldn't do anything.
If the entry in that xml file isn't existing, then the bank won't be shared during loading screen anymore and maps that aren't existing for other players can't be opened. It makes sense because the game runs synchronized and therefore every player needs all data.
However, Blizzard has added a way to share bank files during runtime. It takes a while depending on the size, but it's possible. But, in most cases a distribution of the bank files during map load should be prefered.
Well, you can try that, but you would need to wait before using the data from the banks (it has its own wait statement). I didn't test this myself, yet, but from what I've heard, it's working.
Regarding the dropping issue, this seems to be a horrific problem. Maybe the loading of required assets is the problem as that is stalling specific players' computers. But it's just a guess.
I assume the banks are smaller than 1mb? So, their size cap shouldn't be the problem...
I removed the whole bank file for a patch (for like a week or two) and no change about the drop issue... -.-'
@SoulTaker916: Go
I've got a hunch that maps made from old versions are to blame. I just know from experience that your map can be slightly corrupt and yet be playable.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
@Vicboy: Go
well currently none of my maps r dropping players, old ones or new. and some maps don't drop players usually. i say, just for a day make a test map and just disable every single trigger on it. then have you and your fans join this private map, and see if any drop. I have played the thing and ive seen how it drops players, theirs always a couple.
Try to cut down on initialization triggers.
My suggestion: have a single trigger on initialization that creates a dialog that replicates the appearance of the loadscreen. Then have a delayed trigger (1 second elapsed) that does all the heavy lifting while this "fake" loadscreen is displayed. You can add some text to display what is being loaded as well.