Ziemanskye on 11/4/2005 at 10:27
I know several people around here have run into this problem already - once the map has a certain amount of stuff in it stops working, making the game crash right out. I've hit that limit at 560-some brushes (and 147 zones), but have found that while I can't load the game to test from the editor, or from the shortcut straight to the map, that I can load it if I load a smaller map which teleports into the larger one.
Don't know how much that'll help, but it's working (currently) for me.
Dark Arrow on 11/4/2005 at 18:52
Ok. Is the limit hardcoded to the engine, or is it caused by a bug in the editor? Anyway to permanently fix it?
New Horizon on 11/4/2005 at 19:32
I believe it was a hardcoded limit. Perhaps to keep levels within the limits of what the xbox could handle. This seems to trick it into loading the level regardless, so perhaps there is a loophole.
Krypt on 11/4/2005 at 19:49
Quote Posted by New Horizon
I believe it was a hardcoded limit. Perhaps to keep levels within the limits of what the xbox could handle. This seems to trick it into loading the level regardless, so perhaps there is a loophole.
The funny thing is that we never ran into this particular issue during development of the game, even when the maps were much larger than they are in the shipping game. This error seems to pop up even for maps that are 20% as complex as the maps in the game. It's not a hardcoded limit, I'm pretty sure it's just a strange bug.
New Horizon on 11/4/2005 at 19:55
Quote Posted by Krypt
The funny thing is that we never ran into this particular issue during development of the game, even when the maps were much larger than they are in the shipping game. This error seems to pop up even for maps that are 20% as complex as the maps in the game. It's not a hardcoded limit, I'm pretty sure it's just a strange bug.
Ahhh ok. That's bizarre. Oh well, there is a way around pretty much everything. :thumb:
OrbWeaver on 11/4/2005 at 21:20
Quote Posted by Krypt
It's not a hardcoded limit, I'm pretty sure it's just a strange bug.
Of course it is. No programmer would ever deliberately hardcode a crash into a program - maybe an error message, but that sort of explicit checking is the sort of thing that goes out of the window when you're under time constraints.
nomad of the pacific on 11/4/2005 at 22:55
I agree with Krypt that this can't be a hard-code limit. The one map that crashed for me was very small in comparison to others I have made. If I remember right, it had less than 100 brushes.
Thanks for the tip, Ziemanskye! Maybe I can salvage part of my map or keep building it and test it from a teleport. :D
Gestalt on 12/4/2005 at 02:26
Creating a fence/store before missions would probably be the most natural way to take advantage of this, I think.
nomad of the pacific on 12/4/2005 at 02:47
Actually, it was just after I added a store that my level crashed. :p No problem with the fence, though.
Edit:
Also, stores and fences are teleports within the map. We would need to teleport from another map.
d'Spair on 12/4/2005 at 11:57
Quote Posted by Krypt
The funny thing is that we never ran into this particular issue during development of the game, even when the maps were much larger than they are in the shipping game. This error seems to pop up even for maps that are 20% as complex as the maps in the game. It's not a hardcoded limit, I'm pretty sure it's just a strange bug.
But do you have any ideas on what can actually cause this to happen? May this be connected with grid-snapping? DromEd has some terrible errors if the brushes are not snapped to grid, and I'm pretty confident that some versions of UnrealEd don't like it too.