Any idea what might be causing this and how I can fix this?
My replays are broken
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thezanursic
5478 Posts
Any idea what might be causing this and how I can fix this? | ||
nttea
Sweden4353 Posts
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Lightwip
United States5497 Posts
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Kal_rA
United States2925 Posts
Is this happening to all your reps or just some of them? Also is it at the start of the game that things go weird or like mid / late game | ||
3FFA
United States3931 Posts
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thezanursic
5478 Posts
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TelecoM
United States10626 Posts
On July 14 2012 02:31 sGs.Kal_rA wrote: Also if you do things like kill lurker eggs with storms as they hatch (like they just disappear in game) you can get a broken replay.. Other things that push the game engine can make it weird as well. Is this happening to all your reps or just some of them? Also is it at the start of the game that things go weird or like mid / late game Wow really? I never knew that ! Thanks for this information man, I can't believe I never knew that if the lurker disappears that the replay breaks, that is very interesting indeed. | ||
GeckoVOD
Germany814 Posts
On July 14 2012 03:22 GGzerG wrote: Wow really? I never knew that ! Thanks for this information man, I can't believe I never knew that if the lurker disappears that the replay breaks, that is very interesting indeed. Most commonly replays break when you pause the game and chat with the opponent. The replays usually start bugging around the time you paused. In 90+% of the cases you can fix this by using Chaoslauncher and the Plug-In Replayfix. Download: http://winner.cspsx.de/Starcraft/ hf | ||
arb
Noobville17919 Posts
On July 14 2012 02:31 sGs.Kal_rA wrote: Also if you do things like kill lurker eggs with storms as they hatch (like they just disappear in game) you can get a broken replay.. Other things that push the game engine can make it weird as well. Is this happening to all your reps or just some of them? Also is it at the start of the game that things go weird or like mid / late game Is it just lurker eggs? Cause ive never had a replay bug when a unit disappears as soon as it hatches | ||
Kal_rA
United States2925 Posts
On July 14 2012 06:33 arb wrote: Is it just lurker eggs? Cause ive never had a replay bug when a unit disappears as soon as it hatches Not 100% sure.. Ive never tried to intentionally reproduce it, but I've had games when I've tried to swan lurks while a toss is attacking my nat or something and they storm the eggs as they finish morphing while attacking with goons and stuff and instead of getting a death animation of larva or death animation of the popped lurker it just disappears. Its happened to me at least 4-5 times and the last couple I remember watching the re and it broke at that point | ||
Chef
10810 Posts
UMS replays work only if they are played at 1x speed if there are certain triggers in the game. However obs mode maps are pretty uniformly ok. If you are giving impossible commands with hacks, that might be another reason the game gets confused.. A replay literally plays every action it recorded, so if you somehow made the game do something it shouldn't then that could screw it up. Another thing that will screw up replays is Team Melee mode, because Blizzard never actually designed replays to work for them... I don't know about the other game modes. Melee and One on One and Team games should all be fine tho. To really help you we need to know exactly the circumstanes... What 3rd party plug ins you're using, what mode you played in, when, etc... edit: whoops, didn't read you already fixed it from restarting... lol ;p | ||
Moataz
Egypt267 Posts
This is an example map. What I did is: - Replace all the waits with Death Counters. - Replace all the ingame Transmissions (I still have them displayed before Defeat(), to give the player time to look at what causes that) with "Display Text Message", as the former acts as wait. Hope this help UMS map makers or players facing this weirdness. | ||
TelecoM
United States10626 Posts
On April 14 2018 15:33 Moataz wrote: After long work and chasing many random/vague causes, I managed to spot what makes UMS actions not in sync when .rep is running @ Fastest x 16. This is an example map. What I did is: - Replace all the waits with Death Counters. - Replace all the ingame Transmissions (I still have them displayed before Defeat(), to give the player time to look at what causes that) with "Display Text Message", as the former acts as wait. Hope this help UMS map makers or players facing this weirdness. Woah, good job again Moataz | ||
Moataz
Egypt267 Posts
Did you test my conclusions, or reviewed the replay of the mentioned map ? and what was 1st compared to again ? | ||
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