Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Map crashes right after briefing
Map crashes right after briefing
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Jun 17 2010, 10:02 am
By: Kimaru2  

Jun 17 2010, 10:02 am Kimaru2 Post #1



Ugh. I just added a heapload of triggers to v1.06 of the map attached and I turned it into v1.07. Now v1.07 crashes right after the briefing, though all I've done was add a ton of triggers. I checked my map in MapStats: it said 1388 triggers and 442/442 strings. I don't know if the strings has anything to do with it.

To give you an estimate of how many triggers I added, I added about 10000 lines worth, as stated in the text trigger editor.

EDIT: I just deleted all the triggers I added as a troubleshooting technique and the crash persists. Now I know it's not the triggers, but I didn't add anything crash-worthy, like an erroneous sprite or bad disabled unit...

EDIT: Now it's giving me the error "Too many obsructions, try widening corridors..." but there is almost no change in terrain from v1.06 to v1.07

Attachments:
Final Fantasy IV RPG v1.06.scx
Hits: 0 Size: 365.79kb
Final Fantasy IV RPG v1.07.scx
Hits: 3 Size: 408.57kb

Post has been edited 2 time(s), last time on Jun 17 2010, 10:14 am by Kimaru2.



None.

Jun 17 2010, 11:05 am Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

The units, sprites and triggers aren't causing the crash.

At least I stopped the crash with deleting the doodads in the right lower room.

If I delete only 1 doodad there, I get the error like you.

So, delete some doodads (I just deleted 3 trees in that room and it works again {west, north, north east}).




Jun 17 2010, 7:44 pm Kimaru2 Post #3



Thanks, but I fixed it by filling in some unused areas at the bottom with high dirt. Maybe I should troubleshoot before posting :lol:



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[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
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