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Heroes Community > Library of Enlightenment > Thread: XXL patch. Play big maps.
Thread: XXL patch. Play big maps. This thread is 22 pages long: 1 10 ... 11 12 13 14 15 ... 20 22 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2011 08:28 PM

Well, after 5 months of work, XXL map project is totally abandoned. The game memory can't handle custom maps of this size and I ran into impossible problems, as not being able to pick resources, artefacts, remove border gates, loop through creature banks and much more.

So playing randoms may be possible, but custom, lose your time at your own risk, as I did. Game over...


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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 11, 2011 08:52 PM

Oh, that's so sad to hear

Well, maybe you'll get another chance in a few years.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2011 09:35 PM
Edited by Salamandre at 21:37, 11 Nov 2011.

That is the second consecutive project to fail while 90% done. 16 months in  all. But who never tries new things, never creates new things. So didn't I

Edit: maybe VCMI would be interested to check for problem, I will keep the map for later. The problem is not in editor, but game memory.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 11, 2011 09:45 PM

Game engine is completely different, so memory is not a problem. You can use all the memory your system allows.

The problem for now may be use of new objects. But if editor keeps working, your map has a chance to be handled one year earlier than in a few years
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2011 09:46 PM

I don't know. If I delete 30% of the map, the problems are gone. No matter which area is deleted. So it seems to me the number of objects is guilty. As I can't know what is the limit allowed, I will keep myself away from trying again this size.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted November 14, 2011 06:31 AM

2Salamandre: What map editor are you working with? The standard one, for example, doesn't allow you to put more than 144 dwellings on a map. And is your XXL map for WoG or for SoD?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 14, 2011 10:58 AM
Edited by Salamandre at 10:59, 14 Nov 2011.

No Alex, is about total objects in game (including decorations).
I had in map 42999 objects. The game will delete only objects with number less than 2^15=32768. It is possible to write some program to re-assign lower or swap numbers for important objects but who will do it...
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 14, 2011 11:06 AM

Is it only about the ids of objects, or also memory they occupy? If the later, nothing can be done.
Still, I doubt its likely to have 10K objects just floating in the air all the time. Think about pathfinding or map scrolling...

However, I've just checked and VCMI can handle up to 2^31 > 2 billion objects.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 14, 2011 11:11 AM

Itsjustme made a program to count objects in, so he knows what's about. He swapped some numbers and suddenly we could visit border gates, but had to flag each one. 49000 objects is nothing, compared to this map size, map was still 20% empty (water areas). No problem with scrolling or pathfinding neither, everything normal except the problem above.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted November 15, 2011 08:28 AM

Quote:
The game will delete only objects with number less than 2^15=32768.

Do you mean you can start playing this map but some part of the objects (with number greater than 32767) is not present on the map?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 15, 2011 10:52 AM

No, I can play the game, everything in right place, but will not delete. Resources/border gates/artefact with ID>32xxx will not disappear when visited. Can't be ERM manipulated neither.

So the only solution would be to place all visitable objects first and then decorations. Which is impossible, as there are always changes needed in this or that.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted November 15, 2011 11:17 AM

I'm sure it is not a difficult task to change object numbers.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 15, 2011 11:27 AM

If you can do such program...

Mostly it has to be able to swap objects ID. I don't know where this special ID is stored. The visitable objects number is rarely higher than 400-500 on such map size. All others are just decorations.
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted November 15, 2011 11:37 AM
Edited by AlexSpl at 11:39, 15 Nov 2011.

So, the program should be able to assign IDs to all visitable objects first, then to all the others. I can try.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 15, 2011 11:40 AM

That would be great. Or simply allow me to swap manually ID's between decorations and visitable. Do you need the map for testing?
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted November 15, 2011 11:44 AM

Yes, it would be helpful.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 15, 2011 11:46 AM

Can you PM me your email please?
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted November 15, 2011 11:50 AM

Check your IMs.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 15, 2011 11:54 AM
Edited by Salamandre at 11:58, 15 Nov 2011.

Check yours too, thank you

Just a note: if you delete a single town or move it on map, the game will crash. No idea why, probably another ID issue. (however the towns were added first)
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted November 15, 2011 05:54 PM

You are absolutely right. Just swapped a pile of gold with another object and now it can be picked up correctly. If you have such info as "visitable" objects IDs, please compile them together in one document so that I know which objects are subjects to swap.

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