* Thanks for passing that on, Lav.
* It seems not many are intimate with WZ mapping - all the ins & outs, details.... which led me to re-address.
* I really am interested in this because it seems to parallel other probs i've encountered over the years that trigger CTDs.
* Stuff related to the total # of simultaneous game events and tiles being identified as "out-of-range".
* To my understanding WZ was bounded in a number areas like: Map size, # structs, etc. And while some of that was tied to PSX constraints & even PC HW circa '98 - I wonder how much is inherent to the pathing ai, the engine itself ?
* These are just a few of the questions that come to mind.
* Your map is experimental..... in what way ? What are it's basic specs ? Would it be 250 x 250, 8 player ? How many structs per player (& total) have you placed in EW32 ? How many Zones ?
* It sounds like everything worked fine until you ran it in a new .exe - that is you changed nothing in your map and all of a sudden with a new .exe these probs arose..... Prompting you to ask "what has changed ?"
* Still - I think something like what's happening is an opportunity for insight into how WZ works on a fundamental level & thus how can it be made more robust, perhaps.
Cheers, RV
* Edit: Long ago , circa '99, after I played the CAM through the 1st time legit I went back & played it many times trying this and that to uncover the innards (besides, it was fun to no end) including trying to break it.
* For example - the urban mission that ended with an all-out Vtol trigger to lessen the # of units you could transport to the next mission (it also had a scav rescue side-mission).... anyway I circumevented the timer so I could build massive amounts of AA all over to deal with the waves of ai Vtols triggered from 2-3 vectors...(also built massive#s of IF weaps to deal with ai armor waves) and what happened over and over was the game slowed down to a crawl... like 1fps..became unplayable, then would crap-out....
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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