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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: WOG Map Editor Help
Thread: WOG Map Editor Help This thread is 2 pages long: 1 2 · «PREV
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 14, 2016 02:48 AM

One idea, when making the first XXL map I noticed placing visitable objects (yellow square) on coordinates 0 greatly increase crashes. Especially teleporters and towns. Try to move all those objects 1 square farther from map boundaries.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted April 14, 2016 02:56 AM
Edited by Galaad at 03:00, 14 Apr 2016.

I am not sure I understand by coordinates 0, you mean yellow squares shouldn't touch the borders of the map? Or they should all be accessible?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 14, 2016 04:23 AM
Edited by Salamandre at 04:24, 14 Apr 2016.

yes, don't use entrances on coordinates 0 or 71 (for medium map), you have tons of them.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted April 14, 2016 12:31 PM

Ok, thanks I did that and it looks like it did some good (don't have that error again), had another crash mentioning creatures set to savage, I've set them back, but now, I don't understand what latest crash log could mean?

Quote:
The Latest Executed ERM Receiver:

FU|y-1<32/y-1>36/y-5<>4:E; [Exit if town list not ctrl-left-clicked]

!!VRy-2:Sy-1 -32; [Town list

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 14, 2016 01:47 PM

Crash messages are relevant only if it crashes when you do a specific scripted action. The fact that your game crashes when you just scroll or move means that it comes from map design, probably incorrect objects type/subtype, very hard to say if I can't reproduce the crash.

The error message only shows the latest script executed -even long time before, it doesn't mean the game crashed in the middle of script. In your case, I think.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted April 14, 2016 02:21 PM

Oh I see, I did change some objects types maybe that's it. How to know if type matches with subtype?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 14, 2016 02:47 PM

Fred created replacements for a lot of objects, it is possible that when typing types/subtype, an error slip. I can't say for sure, as you are the first one using his patch, the only way to find what's going is if you can find what action triggers the crash. For example, in XXL I had always a crash when a certain town came in hero sight. Town was fine, hero inside was fine, its just that the game didn't like it , so I had to let Tew4 with maximum towns -1. But the phenomenon was constant, therefore easy to fix. Town came in sight, bam crash.

Try to find something concrete, until then nobody can help.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted April 14, 2016 03:07 PM
Edited by Galaad at 17:34, 14 Apr 2016.

Salamandre said:
probably incorrect objects type/subtype

It was this! I removed all objects whose I changed types and crash seem to have totally disappeared, even with HD mod.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 14, 2016 06:23 PM
Edited by Salamandre at 18:25, 14 Apr 2016.

You can substitute types and subtypes, in order to use new graphics, but pay attention to use EXACT values as original. If it says type 42 subtype 0, don't write type 42 subtype 1. You can eventually create new types and subtypes but need script.

And, don't ever replace towns, heroes and boats with something else if you are not sure 100% how to do it. Because those objects have special defs and if the new object lacks them, crash.

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