Custom Map #282: teks020 creeper craters. By: teknotiss

Started by AutoPost, March 11, 2014, 04:06:52 PM

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This topic is for discussion of map #282: teks020 creeper craters


Author: teknotiss
Size: 147x147

Desc:
some creeper filled craters to contend with, and the useful tech is some way away. and buried in creeper. and there are spores. and you have no beams! ah well...... #ACassist #unitlimits #teks

Altren

I see "Mission Failure" message right after briefing.
So this map can't be played for some reason.

asmussen

Quote from: Altren on March 11, 2014, 04:47:58 PM
I see "Mission Failure" message right after briefing.
So this map can't be played for some reason.

Probably another case of the map requiring the collection of a shield key from some other map.
Shawn Asmussen

Altren

I guessed so, but I also won his previous maps. Also have no problems with his other maps :/

asmussen

Quote from: Altren on March 11, 2014, 05:30:02 PM
I guessed so, but I also won his previous maps. Also have no problems with his other maps :/

Could have been a shield key from somebody else's map if he used somebody else's CRPL script. That's happened at least once before.
Shawn Asmussen

Volix

There's an interesting trick with sprayers that was really helpful to start this map.

Spoiler
When a sprayer has "dispatch excess ore" checked, but the AC field is off, it will still absorb AC and send it back.  It's much slower since the AC doesn't pool as deep, but the upside is it only forms a pit in the AC without disturbing the area much.  A couple of these sprayers on the opposite corner from the PZ's gave plenty of AC without exposing my weaker structures to the spores.
[close]

EDIT:  Forgot to mention great map, always enjoy your maps dude!

teknotiss

don't think i had any CRPL in this one, so i dunno why you would get and insta-fail.
perhaps you aren't using the same version?t his was finalised in 1.87.
other than that i dunno! ???

oh wait, i failed to delete the scripts i had been using in the early version of this map!
grrr! i was sure i'd sorted all that... hmmm perhaps the scripts are ressurecting themselves! :o or more likely i wasn't paying much attention when getting it finalised ::)
right sorry dudes!, it's prob zacks first or second map that needs doing first, cos my first idea was for flip-mitters, and i didn't delete the "keyz" script.

this is because i start maps and leave them when i get distracted, then when i come back to them i don't necessarily check to see if i'd been using scripts. i need to get in that habit! ::)

Quote from: Volix on March 11, 2014, 06:31:19 PM
There's an interesting trick with sprayers that was really helpful to start this map.

Spoiler
When a sprayer has "dispatch excess ore" checked, but the AC field is off, it will still absorb AC and send it back.  It's much slower since the AC doesn't pool as deep, but the upside is it only forms a pit in the AC without disturbing the area much.  A couple of these sprayers on the opposite corner from the PZ's gave plenty of AC without exposing my weaker structures to the spores.
[close]

EDIT:  Forgot to mention great map, always enjoy your maps dude!

clever, i never tried that! :)

assmussen was right!  ::) and it was me and this script that did it before! oops! :D
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

Karsten75

This map has generated a number of failure reports (Some via the "Report this" link in Colonial Space). I have removed the map so teknotiss can fix the issue and resubmit. Not locking the thread in case there are other observations regarding the map.

teknotiss

Quote from: Karsten75 on March 12, 2014, 11:23:51 AM
This map has generated a number of failure reports (Some via the "Report this" link in Colonial Space). I have removed the map so teknotiss can fix the issue and resubmit. Not locking the thread in case there are other observations regarding the map.

well the barely an issue issue has been fixed, but i can't upload it again. it says it's already been uploaded after i refinalised and ok the overwrite.
i guess because there is no CRPL active in a core to be removed it hasn't created a new GUID when i deleted the scripts from within the map.
hmmm oh well that map is gone i guess. ::) tried restarting the game and replacing a like for like emitter too. no new upload option appears!
changing the terrain would mess with the map too much, i hope V can come up with a way of whacking the fixed one onto the server (in the correct order?) cos big changes with terrain etc would unbalance the way it flows
V! help! :) please!
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

Karsten75

teknotiss, come to chat, maybe we can sort this out.

Loren Pechtel opened a support thread about this map yesterday (see support forum).

I looked and there were at least 4 scripts in the game.  I can "unredact" the map, but I'd rather you fix it and be player-friendly.

I suggest editing the map, save it, check the scripts, delete them, save the map again and then finalize it. That should work.

I believe Virgil is "out of pocket" for a bit in this week, so his participation might be intermittent.

J

You can re-upload a map by removing the 'uploaded' file in your finalized map folder.

Karsten75

Quote from: J on March 12, 2014, 12:15:21 PM
You can re-upload a map by removing the 'uploaded' file in your finalized map folder.

Good point. I'll ask Virgil to look in here. Maybe if the map is re-finalized, the uploaded indicator can be removed and the score reset.

knucracker

Make double sure that when you refinalized that you played the new version.  If you changed the name of the project, etc., it can be very easy to play the old one.  Do this as a sanity check; Finalize the map again then look on disk and find the file, check it's date/time.

Then try to upload it again to the server.  If it gets kicked as a duplicate, send me the map so I can inspect it closely to see why.

The way duplicates are detected is by taking the map file and calculating a hash of it.  So if the map file is different by even a byte, the hash will be different.

teknotiss

Quote from: J on March 12, 2014, 12:15:21 PM
You can re-upload a map by removing the 'uploaded' file in your finalized map folder.

ahh this may help me now!

Quote from: Karsten75 on March 12, 2014, 12:22:06 PM
Good point. I'll ask Virgil to look in here. Maybe if the map is re-finalized, the uploaded indicator can be removed and the score reset.

this will help everyone who needs to re-upload in future! :)

Quote from: virgilw on March 12, 2014, 12:31:21 PM
The way duplicates are detected is by taking the map file and calculating a hash of it.  So if the map file is different by even a byte, the hash will be different.
i guess i still have this to look forward to!  ::)
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

Karsten75

teknotiss, Virgil and I looked at the map and we also found an invisible CRPL core on the map.

You will have to look at it in the full image. It has a white circle around it, off to the right of the center of the map.