Adun (complete)

(June 6th, 2009 - June 15th, 2009) Completed: July 31st, 2009
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omega20
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Re: Adun (complete)

Postby omega20 » Sun Aug 30, 2009 1:57 pm

BadManners! wrote:
Ricky_Honejasi wrote:
You can compare with other campaigns and even on the best ones, I only praised somewhat more than others in my reports.



Best ones?

I think we're going to hear the outcome soon...


Not necessarily. Remember that it's Lav who has the last word.
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Re: Adun (complete)

Postby Ricky_Honejasi » Sun Aug 30, 2009 6:17 pm

BadManners! wrote:I think we're going to hear the outcome soon...


After testing most of them, I do start to form solid ideas of which ones are much more likely to win over others. Note those are my opinions only.

As always, it's Lavarinth that have the final word and he will test and judge differently than me. However, there is always the one or two campaign(s) you can foresee to win regardless of how they are judged.

EDIT : Implying the campaign or two that are simply too good or that simply stand out no contest compared to the others.

So far I tested/judged most of them already while I know Lavarinth is considerably behind (although I don't know if he did catch up a lot or not recently).

The only thing that I know for sure is we will be on time to reach the verdict about the winners before the SC2 beta starts or when it barely started (in case the beta starts much sooner than anticipated). Logically, Lavarinth won't allow to be really late to give the cd-key prizes anyway.
Last edited by Ricky_Honejasi on Sun Aug 30, 2009 6:21 pm, edited 1 time in total.

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Re: Adun (complete)

Postby Marco » Tue Sep 01, 2009 2:25 pm

Ricky_Honejasi wrote:The only thing that I know for sure is we will be on time to reach the verdict about the winners before the SC2 beta starts or when it barely started (in case the beta starts much sooner than anticipated). Logically, Lavarinth won't allow to be really late to give the cd-key prizes anyway.


I certainly hope not.  I expected judging to be completed relatively quickly, especially given that the beta was initially predicted to come out around that time.  I thought maybe a week at most to be honest.  Ah well.
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Re: Adun (complete)

Postby TheProgramer » Tue Sep 01, 2009 2:49 pm

Krazy wrote:Considering some of the judges have "jobs" and "lives," I don't think that a month and a half or two months is really that unreasonable for the huge amount of content in this contest.  Especially since they have to judge them, do write ups, etc. 


Agreed.  Though one wonders what they would have done if the beta came out in the summer (the time told to us by Blizzard when this contest started).
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Re: Adun (complete)

Postby TheProgramer » Sat Sep 19, 2009 1:00 pm

Hey guys, just to let you know I intend to LP this Campaign on my youtube channel http://www.youtube.com/user/TheProgramer64.  I'll post those video links in this thread when I finish it.
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Re: Adun (complete)

Postby TheProgramer » Sat Sep 19, 2009 1:04 pm

Here are the download links for my final edition of Adun.

At my site (individual maps): http://theprogramer.webs.com/mapdatabase.htm
At mediafire (zipped file of all maps): http://www.mediafire.com/download.php?hykegzozlzy

I took all your advice and fixed all the bugs so it should be alot better.  Message me if the mediafire link doesnt work (it expires after a certain time).
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Re: Adun (complete)

Postby TheProgramer » Sat Dec 19, 2009 7:13 pm

A fist full of Donuts to the first person who can figure out why the second person who plays with you in the 2 player version of the final version ALWAYS get's kicked after a certain amount of time (20 min I think).  Really I can't figure out why this happens.  I have the triggers commented for ur convienience.
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Re: Adun (complete)

Postby Ricky_Honejasi » Sun Dec 20, 2009 2:39 pm

It would be preferable to be more precise when you say how exactly the 2nd player get kicked (as in disconnection with the "waiting for players", sudden player drop or a sudden "defeat" where you see "player has left the game").

Anyway, considering all 3 sub-possibilities and the triggers, it's quite hard to guess what could truly go wrong since you have so few triggers and I don't see many possibilities. Both in your contest version and your newest version.

Since you claim that it is a kick after 20 minutes, I wonder if the activated AI after 15 minutes might have anything to do with it. Just a wild guess since otherwise it would be one of the AIs in general that would somehow cause the desync more "internally" in Starcraft between two players.

Anyway, that's all with a quick check of your map in StarEdit.

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Re: Adun (complete)

Postby TheProgramer » Sat Jan 02, 2010 8:58 am

Thanks for you input and to give you more details the drop occurs at *21:20 according to the game info on victory/defeat screen with fastest settings.  I have attched a replay so you can see when it happens and the message displayed is "Player (player name here) was dropped from the game".

http://jimandthebull.webs.com/TheProgramer/example.rep





*take note that real time and game time are completeley different and I have no clue which the triggers are based off of.
Last edited by TheProgramer on Mon Jan 04, 2010 6:35 am, edited 1 time in total.
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Re: Adun (complete)

Postby Ricky_Honejasi » Sat Jan 02, 2010 9:19 pm

According to the replay, it says "left the game" but ill take your word that it was "dropped from the game".

I believe it's important to know if the player drop is sudden or have that 45 secs popup.

Otherwise, the only suggestion I can say is to disable the AI trigger that is only executed 900 seconds later (being 15 minutes later) and then retest again. It's a shot in the dark but the idea is if all initial AIs work well prior to the 900 seconds while then that specific AI desync other players somehow 5-6 minutes later.

If there are specific internal issues with AIs, I won't know them since I never used Starcraft AIs in my maps thus I don't know how they react nor know any specific issues there are with them.

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Re: Adun (complete)

Postby TheProgramer » Mon Jan 04, 2010 6:40 am

Okay I changed the trigger to activate the AI when White get's attacked the error still occured:
http://jimandthebull.webs.com/TheProgramer/example%202.rep

I removed the trigger all together (disabled it actualy) and it still happened.
http://jimandthebull.webs.com/TheProgramer/example%202.rep

fyi in regard to the previous comment about real-time and game-time with my stopwatch i got 11:39 for that last replay.

I just can't figure this out.
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Re: Adun (complete)

Postby Ricky_Honejasi » Mon Jan 04, 2010 8:34 am

At this point, you will be forced to disable AI triggers one by one (in addition of combo disables) and re-test to know which one(s) that cause the desync issue to ultimately manage to solve this.

Note : To be sure, plain disable all AI triggers first to ensure it doesn't desync for something odd completely outside of AI triggers by some twisted case of fate.

Also ensure that your testing friend doesn't have modified MPQs (due to a previous mod or such) or always running a custom minor mod exe that would cause the desync in question. Also test with a few different people even if said friend claims to not have to in case he does but that he feels 100% sure he doesn't. Sometimes it can happen to have a friend with such issue.

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Re: Adun (complete)

Postby TheProgramer » Mon Jan 04, 2010 3:09 pm

Thanks for the advice I have sucessfully had a 2nd player stay when I disabled all the triggers so I just need to activate them one at a time untill I find the 1 trigger that's the problem (hopefully it's a single trigger and not a combo of triggers that causes it).  And I have tried it with others but thanks for giving that suggestion.  I've even tried it on LAN instead of B.NET fyi.
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