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BUG:One corner missing in game
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lzj3478111
Civilian


Joined: 12 Mar 2024

PostPosted: Sat Mar 22, 2025 1:35 pm    Post subject:  BUG:One corner missing in game Reply with quote  Mark this post and the followings unread

Anyone have seen this before?
I open the map in worldaltering editor 1.4.3 and it looks fine.
But in game one corner is missing, not sure what happens here.
And anyone knows what does that info at top right corner means? Confused

https://ibb.co/pBC8QDjT
https://ibb.co/j9Vq1cqZ

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Mar 22, 2025 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your map is too big, there is a size limit (the width + height must not exceed 510) and if you go over it the game will just load blank tiles or possibly crash.

The "info" is what version of Phobos you're using. This only appears in test versions of Phobos, if you use a full release you wont see it.

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lzj3478111
Civilian


Joined: 12 Mar 2024

PostPosted: Sun Mar 23, 2025 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, i reduce the size under that limit 510, but problem still there. I treid lots of times, this bug usually occurs after massive copy, paste operations.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 23, 2025 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you tried loading the map in FA2 to see if it looks any different then WAE?

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lzj3478111
Civilian


Joined: 12 Mar 2024

PostPosted: Mon Mar 24, 2025 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I did that, too. Guess what?
It looks fine in FA2, just as WAE. But in game, it gives a blank corner at bottom left instead of bottom right when using WAE.
This suggests that it is very likely to be caused by editor itself.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Mar 24, 2025 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

The same issue was discussed here. As well as having a size limit there is a limit to how many tiles (other then grass) you can add to a map too.

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lzj3478111
Civilian


Joined: 12 Mar 2024

PostPosted: Mon Mar 24, 2025 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have read that, but i think may be the situation is different here, because this bug does not always shows up.

If there is a limit, that means no matter what i added to map it will end up in a mess.  But the current situation is, I can still add more tiles to map but i can not predict the outcomes, sometimes it just goes fine, but if the blank appears it can never be removed.

It seems that, for each operation done, there is a chance for the saving be irreversibly corrupted.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Mar 24, 2025 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why don't you just start with a smaller map?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Apr 30, 2025 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

A bit late but Mig Eater pointed to the correct solution, to patch the game.

Your map is crossing IsoMappack5 section decoding limit (about 9750 lines). Happens with big map and high tiles variety/detail. For the last set of tiles that weren't decoded, game fills them up with clear tiles.

Your map is not corrupted on saves from FA2/WAE. Data is still there. When the IsoMappack5 lines are in the borderline of the limit, any change in tiles could result in encoding difference in size. So, sometimes it works and at other times it won't. FA2 stores tiles from top-right, so last tiles are at bottom-left. WAE seems to be doing from the other diagonal. Pavement case in the other thread, has used tools where tiles are sorted/shuffled before encoding, so tiles anywhere on the map could be last tiles.

To fix:

1. Patch gamemd.exe to extend the decoding limit. By using ModExe tool - https://ppmforums.com/topic-37926/cc-executable-modifier/
In ModExe, load gamemd.exe, then load the attached hack ini and right-click on hack and set Modified. Hack can also be applied with any hex editor. Ares will continue to work with this patch.

Or use CnCNet YR beta, which already has the patch. If you have YR Client based mod, yrpp-spawner can be used which includes this patch - https://github.com/CnCNet/yrpp-spawner

2. For borderline cases, can try MapResize tool to check if it reduces the IsoMappack5 section size to below the limit - https://ppmforums.com/topic-55391/mapresize/
Open the map in MapResize tool and click resize. If this option works, then map can be shared even with others who don't have the game patch. Editing the map with FA2/WAE will change the section size, so have redo this process again.



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