4c-NoLOS

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
Post Reply
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

4c-NoLOS

Post by milo christiansen » 23 Feb 2010, 21:28

NoLOS is a map designed with Line Of Sight in mind.
All bases and passes are lower than the surrounding terrain so you can only see your immediate surroundings. This has the effect of making sensor towers mostly useless. Oil is almost all in the center or in secondary bases spaced around the perimeter. Long range arty is NOT recommend :) Until satellite up-link center that is.
NoLOS Map Preview.png
Attachments
4c-NoLOS.zip
flaME save file, Texture maps, and Height map
(31.09 KiB) Downloaded 184 times
4c-NoLOS.wz
(18.23 KiB) Downloaded 231 times
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual

User avatar
Saberuneko
Regular
Regular
Posts: 558
Joined: 15 Jan 2010, 18:20
Contact:

Re: 4c-NoLOS

Post by Saberuneko » 23 Feb 2010, 21:54

Hmm... Very interesting concept... It remembers me of the effects of rain on advance wars (NDS game) which also keeps indirect attacks near useless... But, wouldn't setting some outposts or advanced recon-only purposes solve the no LOS problem?

I will try and comment. :3

Dylan Hsu
Banned
Banned
Posts: 183
Joined: 06 Jul 2009, 00:02

Re: 4c-NoLOS

Post by Dylan Hsu » 24 Feb 2010, 00:33

I like the idea a lot, but you can incorporate interesting gimmicks/features like lacking line of sight incidentally on a map with a story or more varied terrain to give players a heterogeneous battlefield.

User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: 4c-NoLOS

Post by Zarel » 24 Feb 2010, 02:36

Here's a map that'll make MRL really useful. :P

User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: 4c-NoLOS

Post by milo christiansen » 25 Feb 2010, 20:23

Zarel wrote:Here's a map that'll make MRL really useful. :P
My thought exactly! xD
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual

ScoBe
Greenhorn
Posts: 8
Joined: 06 Jan 2010, 11:18

Re: 4c-NoLOS

Post by ScoBe » 13 Jul 2010, 16:29

I like this map. But I have trouble playing against 3 AI's. About 15-30 minutes in to the game, I start to get regular short 'stalls' in gameplay. (I can move the mouse pointer freely, but the game itself is not updated. Nothing moves and none of my actions with the mouse or keyboard are registered. The c game clock is also not updated during this time. These happen for a few seconds every few minutes. These stalls gradually increase in frequency and duration until at about 55 minutes the game is stalled as much as it is playable.

I'm running a self-compiled wz 2.3.1a on Ubuntu 10.4 Lucid on a reasonably nimble machine (CoreDuo 1.4 MHz'; 2GB RAM). It is a laptop with integrated Intel graphics (950), so it breaks no speed records, but I've had no trouble before with Warzone.

I know this hardly seems like it could be a problem with the mod (how could it be?), but I have had this problem all three times I've played the map, including just after a cold boot with no other user apps running. And I never have this problem on other maps. Even against 7 AI's on big maps. Ideas?

User avatar
Powzone
Trained
Trained
Posts: 332
Joined: 17 Feb 2008, 17:25
Location: Germany

Re: 4c-NoLOS

Post by Powzone » 13 Jul 2010, 17:09

ScoBe's problems count for me aswell, except for it's around 10 minutes getting laggy every now and then and 15 minutes freezing completely using the standard Windows download of 2.3.1a.

You got any scripts in it for the AI that could possibly do any problems?
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: 4c-NoLOS

Post by milo christiansen » 14 Jul 2010, 17:11

This is just a map no custom scripts at all.

I always play vs 3 AIs and have never had a problem, you could try to compile the map yourself and see if that helps.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual

User avatar
Powzone
Trained
Trained
Posts: 332
Joined: 17 Feb 2008, 17:25
Location: Germany

Re: 4c-NoLOS

Post by Powzone » 14 Jul 2010, 23:45

Hmm... then it's maybe our computers, as they are both "low level" machines. ;)
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: 4c-NoLOS

Post by milo christiansen » 17 Jul 2010, 16:19

Powzone wrote:Hmm... then it's maybe our computers, as they are both "low level" machines. ;)
Could be, mine is rather zippy, for warzone anyway. :wink:
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual

User avatar
Powzone
Trained
Trained
Posts: 332
Joined: 17 Feb 2008, 17:25
Location: Germany

Re: 4c-NoLOS

Post by Powzone » 17 Jul 2010, 19:27

Okay... Had a skirmish last night on my custom PC and it hung up too! :(

It just needed about an hour to stall. Maybe there's a buffer somewhere, that gets killed... I'll investigate a bit and see what I find out... ;)
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

User avatar
Powzone
Trained
Trained
Posts: 332
Joined: 17 Feb 2008, 17:25
Location: Germany

Re: 4c-NoLOS

Post by Powzone » 17 Jul 2010, 22:07

OK, I threw an eye into the logs and it doesn't look good... :shock:

The skirmish game from last night threw 26.540 errors out before WZ freezed completely! :(
Game started: 1:47AM
Game freezed: 3:35AM

The test game I had now didn't give that much output, but it was 154 errors! This game didn't freeze, but lagged 2 times shortly inbetween. I think that was the point, where the errors happened. So what are the errors?? I just put up one block in here:

Code: Select all

error   |09:11:50: [mapTile] mapTile: x value is too big (128,110) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,111) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,112) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,113) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,114) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,115) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,116) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,117) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,118) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,119) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,120) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,121) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,122) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,123) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,124) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,125) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,126) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,127) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: x value is too big (128,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:294 (x < mapWidth + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (128,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (127,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (126,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (125,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (124,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (123,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (122,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (121,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (120,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (119,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (118,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (117,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (116,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (115,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (114,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (113,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (112,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (111,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
error   |09:11:50: [mapTile] mapTile: y value is too big (110,128) in 127x127
error   |09:11:50: [mapTile] Assert in Warzone: ../../../src/map.h:295 (y < mapHeight + 1), last script event: 'N/A'
Well, not knowing much of coding or something, I believe it's a problem in the map design, correct? Or am I wrong?? :D
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: 4c-NoLOS

Post by milo christiansen » 21 Jul 2010, 22:51

It looks like warzone is trying to go over the edge of the map, as to what can cause that I have no idea. :hmm:
Help!! we need a Dev over here!
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual

Post Reply