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FPS Test

05-05-2009, 01:40 PM#1
Vestras
Hello people, I need your help.

I'm making this map, and it runs 'bad' (kinda) for me. So I need to know if it's just me or it's everyone else.

So what you need to give/tell me is:
- comp specs
- start fps
- end fps
- gametime played (there's a timer dialog)
- (opitionally) a replay

You may also take a look at the code and tell me what to improve. Since I'm using many dummies being moved at the same time, the ones you most likely would want to check out was these. Most of the important stuff is in the trigger called 'Engine'.

Since there is no 'how to play':
- move with the arrow keys
- shoot by left clicking
- place traps by right clicking
- walk on weps/traps to pick them up
- shift weps/traps by clicking on them in your inv
- press esc to bring up/down the advanced menu (currently only contains stats, working on it) NOTE: if you're going to make a replay, please don't use this, as it somehow (extremely weird) fucks up the replay.
- you can target the ground and units with your weapon. If you click a unit, you will autoshoot on it when in range.
- traps get placed at your position.
- traps take effect when an enemy steps on them/a certain amount of time has passed.
Thanks for any help.
Attached Files
File type: w3xWarcraft Arena v1.00.w3x (689.1 KB)
05-05-2009, 11:42 PM#2
T3RMINUS
It ran perfectly on my computer. I did notice a glitch when going against the comp. Your AI is really good, but at around 5 minutes he got stuck, and would not move. I don't know if that was because of AI or pathing. Another thing is that i think the holy light weapon definatly needs nerf. Something you could add is other maps, or maybe the option of random spawning of powerups. Finally, corpse-camping is way to easy when you are going 1v1, you should make them spawn randomly.
05-06-2009, 10:27 AM#3
Vestras
I need the fps. I know about thei AI bug, it has no logical reason. I'm working on an unstuck command.

Everything is noted.
bump
05-06-2009, 11:37 PM#4
Nuclear Arbitor
i played around a for about 3 minutes and it stayed at 60 the entire time, kinda boring to play right now but quite interesting.

scroll to the bottom for specs http://www.xfire.com/profile/nucleararbitor/
05-07-2009, 11:50 AM#5
Vestras
Wow, great. Thanks.
05-07-2009, 12:00 PM#6
Tide-Arc Ephemera
80 fps was the average, at 2.66 GHz and 4GB of RAM.
Give the player units locust, it's possible to accidentally click on them (left click being both fire AND select, conveniently) and mess some things up, losing controls of some things, main unit can "drift".
05-07-2009, 12:33 PM#7
grim001
Quite an interesting map concept, it's too bad it relies on the arrow keys for movement, since those have an extreme delay in online games.

If you want it to work well online, I'd change the control scheme so that right-clicking moves you to the clicked spot, and you use an ability key like Q, W, E, etc to drop traps. Bonus points if you add jumping.

Personally my FPS stayed max the whole game, played for about 4 minutes, but I have a nice computer.

Looking at the code...

You're using a couple of outdated libraries. CSCache should not be needed anymore with modern coding methods. infrane's Linked Lists are really slow because they create and destroy locations.

Your engine trigger has so much stuff crammed into it that it's hard to read. Seriously, take all the powerups and projectiles and various things and put them in their own category of triggers.

Overall, you have a whole lot of systems doing work all at once in your map; it doesn't seem like it should take quite so many to do what the map does. Uusing lower level coding rather than stuff like TimerTicker or KeyTimers will help performance.

If you can post a more organized version of the map up I can take another look at it.
05-07-2009, 01:08 PM#8
Vestras
Quote:
80 fps was the average, at 2.66 GHz and 4GB of RAM.
Give the player units locust, it's possible to accidentally click on them (left click being both fire AND select, conveniently) and mess some things up, losing controls of some things, main unit can "drift".

Yeah, I know that. I can't really do much about it, because if I give them locust, they can't be targeted. I suppose I could make a trigger that fires when you select something else than your controllerunit.

But awesome that it ran good.

Quote:
Quite an interesting map concept, it's too bad it relies on the arrow keys for movement, since those have an extreme delay in online games.

If you want it to work well online, I'd change the control scheme so that right-clicking moves you to the clicked spot, and you use an ability key like Q, W, E, etc to drop traps. Bonus points if you add jumping.

Problem: you can't recieve the XY coords of right clicking :( Else, quite nice idea there.

Quote:
Personally my FPS stayed max the whole game, played for about 4 minutes, but I have a nice computer.

Also very great :)

Quote:
You're using a couple of outdated libraries. CSCache should not be needed anymore with modern coding methods. infrane's Linked Lists are really slow because they create and destroy locations.

Tbh I don't use them... It's Ammorth's PAS system that uses them... I hate it, yes, but the system owns. If you/somebody could make my a pathing system that uses A*, I'd gladly use that instead.

Quote:
Your engine trigger has so much stuff crammed into it that it's hard to read. Seriously, take all the powerups and projectiles and various things and put them in their own category of triggers.

I suppose I could move the weapons/traps in triggers for themselves. Might do that.

Quote:
Overall, you have a whole lot of systems doing work all at once in your map; it doesn't seem like it should take quite so many to do what the map does. Uusing lower level coding rather than stuff like TimerTicker or KeyTimers will help performance.

I don't really use KeyTimers, I did once, but now I made it use 1 timer to handle projectiles, I just haven't deleted KeyTimers yet.

Quote:
If you can post a more organized version of the map up I can take another look at it.

Working on it, I already increased my own fps by 20 or so. All I have left to increase performance on is the bots' movement, but since I don't know how to make A*, I can't do much about it :(

Any help'd be appreciated on that one.
Thanks for testing guys, also much appreciated.
05-07-2009, 01:27 PM#9
Hans_Maulwurf
I didn´t had any fps drop, but this map will still be unplayable in bnet (or online in general)
the delay between pressing the key and the unit actually start moving will be too much to allow any fun. people will just feel like they don´t have any control of their unit, flame the map and never play it again
05-07-2009, 01:44 PM#10
grim001
Quote:
Originally Posted by Vestras
Problem: you can't recieve the XY coords of right clicking :( Else, quite nice idea there.
Oh well, I came up with a different idea though. You could try overwriting the default keys with CommandFuncs/CommandStrings.txt to free up some hotkeys and button positions, then make four instant-cast non-target abilities and give them to the unit, with the hotkeys W/A/S/D. I suggest basing them off WindWalk for the fastest possible response to the key presses as well as not interrupting current orders.

Of course the issue with this method is that you can't detect when they release the key. But people are constantly running in this game, anyway. You could set it up so that pressing a direction makes you keep running that way until you press it again to turn it off, and for example pressing "run left" would turn off the "run right" ability. This will probably work exactly like the arrow keys do even if people keep holding down keys to run, only difference will be that you have to tap the directions you are currently running in to stop.

This would take a lot of work to set up to even see if it feels like a good control scheme. I'm just trying to give you an option that might enable this to be a working multiplayer map. It would probably be borderline unplayable for people other than the host if you keep using the arrow keys.
05-07-2009, 03:43 PM#11
Vestras
That'd be epic, I could make an option for what control system you want to use when you start the map.

But one problem: the way I detect left clicks kinda blocks this thing - I abuse ForceUIKey :(

But it's a brilliant idea.
I think I forgot to tell that I made a program that enables WASD keys instead of Arrow Keys.
05-09-2009, 06:56 PM#12
Vestras
bump
working on a cleaner version for grim =)
05-12-2009, 06:35 PM#13
Vestras
updated, made all weapons in triggers for themselves
05-14-2009, 01:12 PM#14
Vestras
bump
05-15-2009, 12:14 AM#15
Nuclear Arbitor
interjection