| 06-24-2008, 11:38 PM | #2 |
To solve the lag issue, reduce the number of units on the map or learn to use Jass. |
| 06-24-2008, 11:39 PM | #3 |
The obvious solution is to not add it to 9 triggers. The even better solution is to use this system and be able to run up to 8190 different triggers while only adding events to one. |
| 06-25-2008, 12:37 AM | #4 |
Well, I know enough JASS to fix leaks... I'll look at that system, Hope it isn't too big, map size is pretty hefty already :(. ... Okay... yeah... that would require a lot of work... I may do it, but I was really more looking to see if what I suggested would do anything? PS: I do appreciate the response, but most of the map is already set up without Triggered Damage, and it would be one hell of a pain to change it all. However, if I make another map (Which I probably will), you can bet that will be used. In addition to ABuff, when I figure out enough JASS to not be intimidated by it (or, say, to know what a "scope" or "library" is >_>) |
| 06-25-2008, 06:42 AM | #5 | |
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That system is no better than any other damage detection sys out there. The lag in the map is produced by number of units because of game pathing AI. I learned from experience that damage detection engine is really a minor issue when it comes to lag. ENFO's team survival is a great example of this, it has no DD engine (it barely has any custom spells) and it still lags like shit when number of creeps too big. Now you CAN make a map with lot of creeps and with no lug BUT: there must be no choke points. If for example creeps are ordered to go from point A to point B but something gets in their way (for example heroes defending a narrow path) the other creeps will start a "maze search" to get to point B with alternative route. If no such route exists game starts to lag because it tries to calculate the path over and over again. This calculation needs not only to involve the pathing of the terrain but also the pathing of all units on the map (that move around constantly) so it creates huge lag when there are too many units. There is one simple solution, if you know that on route from A to B creeps can get stuck at point C recode your rally engine to order the creeps in sequences, A to C, C to B. In fact it is best that distances between rally points be short as possible and preferably strait lines. |
| 06-25-2008, 08:23 PM | #6 |
Hmmm.... Alright then... I'll try that. thanks, That's what I wanted to know :) |
| 06-25-2008, 09:09 PM | #7 | |
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| 06-26-2008, 02:31 AM | #8 | |
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This is wrong. Pathing does play a huge role, but damage events are not negligible. Point in case: power towers. In version 1.24 I put damage events on all runners. In version 1.25 I only put damage events on runners that had damage-triggered abilities (feedback, shield). The difference in cpu lag on non-ability rounds is _incredible_. 20 fps instead of 1 fps (note: old computer, late in the game with 8 players). |
| 06-26-2008, 08:25 AM | #9 | |
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You know using DD only on units that need it is kind of common sense so all you are saying is that DD can lag if you use it in not-so-bright way.... |
| 06-26-2008, 06:03 PM | #10 | |
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No, I'm saying that damage events are not negligible, even if you use them "brightly". My frame rate still tanks on rounds with abilities. |
| 06-27-2008, 06:35 AM | #11 | |
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Elemental TD does not have that problem.... |
| 06-27-2008, 08:25 AM | #12 | |
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My frame rate tanks in elemental td later on, too. (Having an older computer makes these things a lot more obvious.) |
| 06-27-2008, 10:15 AM | #13 |
I agree with Strilanc. Element TD seems (note italics) to be poorly made. The framerate frequently dips - especially later - and the reviving creeps cause massive lag (I am not even sure why this is). It isn't uncommon to see about half the players drop after the first undead round. |
| 06-27-2008, 03:32 PM | #14 |
Elemental TD is made in GUI though, right? |
| 06-27-2008, 04:49 PM | #15 |
4.0 is in vJass, AFAIK. |
