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Chancellorsville Road Errors
Posted: Fri Nov 16, 2012 7:49 pm
by Marching Thru Georgia
As has been stated by others, the scenery on these maps is excellent. They are a pleasure to play upon. Unfortunately, the same problem that has plagued all the other expansion pack maps is present in the C'ville maps too, namely, numerous road errors. These range from insignificant ones such as missing farm lanes to major problems of road breaks and entire sections of roads missing. The NSD team needs to find a better way of debugging these maps. The current method is not working.
East Map
http://www.norbsoftware.com/Downloads/M ... ast_MM.jpg[/img_size]
North Map
http://www.norbsoftware.com/Downloads/M ... rth_MM.jpg[/img_size]
West Map
http://www.norbsoftware.com/Downloads/M ... est_MM.jpg[/img_size]
Salem Church Map
http://www.norbsoftware.com/Downloads/Mods/FBSC_MM.jpg[/img_size]
Re: Chancellorsville Road Errors
Posted: Fri Nov 16, 2012 10:50 pm
by Crikey
I'll let NSD comment on official maps and the testing process. However i understand that it's quite a lengthy process involving running a checker overnight, which sometimes needs to be run a number of times.
As a map modder I'm interested in what You are using to identify these road errors. Is it a special tool you've developed for your own checks. If so, it sounds useful. Frankly, checking a 1 pixel line on a large scale map can be frustrating.

Re: Chancellorsville Road Errors
Posted: Fri Nov 16, 2012 10:54 pm
by norb
We just realized, this week, that our path checker was not checking for the river bank impassible value of 25. So although the maps came clean through our process, they were not completed. We're going to have to run them through again now that's we've fixed our process and release patches.
Re: Chancellorsville Road Errors
Posted: Sat Nov 17, 2012 1:51 am
by Marching Thru Georgia
Crikey wrote:
I'll let NSD comment on official maps and the testing process. However i understand that it's quite a lengthy process involving running a checker overnight, which sometimes needs to be run a number of times.
As a map modder I'm interested in what You are using to identify these road errors. Is it a special tool you've developed for your own checks. If so, it sounds useful. Frankly, checking a 1 pixel line on a large scale map can be frustrating.
A program that runs overnight is performing some huge number crunching operation such as weather simulation. Checking road continuity is hardly in that league. If true, the NSD program is not doing what is intended. Mine checks a map in 15 seconds or less.
Norb wrote:
We just realized, this week, that our path checker was not checking for the river bank impassible value of 25. So although the maps came clean through our process, they were not completed. We're going to have to run them through again now that's we've fixed our process and release patches.
That has not been an issue on any maps I've looked at. The issue is missing road pixels. If your program doesn't pick that up then the revised maps won't be any better.
Re: Chancellorsville Road Errors
Posted: Sat Nov 17, 2012 3:40 am
by Crikey
I don't think it takes all night but it sounded heavy going and something you wouldn't want to sit through.
If you have something speedy and effective it sounds like you two should 'talk' offline.
Hell, I'd like a copy.
B)
Re: Chancellorsville Road Errors
Posted: Sat Nov 17, 2012 4:59 am
by norb
It's an exhaustive search using the game logic. Nothing fancy, but it catches everything. Haven't found one yet that it doesn't catch, but it's not always used. Make sure you check 25 as well.
Re: Chancellorsville Road Errors
Posted: Sat Nov 17, 2012 9:23 pm
by Marching Thru Georgia
I have corrected these maps and added them to the Courier&Maps mod which can be found in the Modifications section of the forum.
Re: Chancellorsville Road Errors
Posted: Tue Dec 04, 2012 12:04 am
by Jsteed
I dusted the game off and started playing it again. I even bought this new battle pack. I was on the west map and couldn't make my men go down a road that I wanted them to take. I found this thread and WOW! How did these maps get released with so many errors? I appreciate someone has made a mod to patch this, but Norbsoftdev should be doing that. We are actually paying for this game. I'd like to have an official patch to it. How many other maps are bugged?
Re: Chancellorsville Road Errors
Posted: Tue Dec 04, 2012 12:31 am
by ADukes
I dusted the game off and started playing it again. I even bought this new battle pack. I was on the west map and couldn't make my men go down a road that I wanted them to take. I found this thread and WOW! How did these maps get released with so many errors? I appreciate someone has made a mod to patch this, but Norbsoftdev should be doing that. We are actually paying for this game. I'd like to have an official patch to it. How many other maps are bugged?
So you are using this thread for complaining instead of reading it?
Re: Chancellorsville Road Errors
Posted: Tue Dec 04, 2012 1:28 am
by Jsteed
Silly me I pay $30 for the game that has a large number of bugs and ask for a patch. Maybe if you spent more time testing and fixing problems instead of criticizing customers the customers wouldn't be complaining.