4c-NoLOS

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milo christiansen
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4c-NoLOS

Post by milo christiansen »

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
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4c-NoLOS.zip
flaME save file, Texture maps, and Height map
(31.09 KiB) Downloaded 255 times
4c-NoLOS.wz
(18.23 KiB) Downloaded 301 times
In general, if you see glowing, pulsating things in the game, you should click on them.
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Saberuneko
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Re: 4c-NoLOS

Post by Saberuneko »

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
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Re: 4c-NoLOS

Post by Dylan Hsu »

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.
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Zarel
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Re: 4c-NoLOS

Post by Zarel »

Here's a map that'll make MRL really useful. :P
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milo christiansen
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Re: 4c-NoLOS

Post by milo christiansen »

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.
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Re: 4c-NoLOS

Post by ScoBe »

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?
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Re: 4c-NoLOS

Post by Powzone »

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?
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milo christiansen
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Re: 4c-NoLOS

Post by milo christiansen »

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.
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Powzone
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Re: 4c-NoLOS

Post by Powzone »

Hmm... then it's maybe our computers, as they are both "low level" machines. ;)
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Re: 4c-NoLOS

Post by milo christiansen »

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.
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Powzone
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Re: 4c-NoLOS

Post by Powzone »

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... ;)
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Powzone
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Re: 4c-NoLOS

Post by Powzone »

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
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milo christiansen
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Re: 4c-NoLOS

Post by milo christiansen »

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
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