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decreas in lag?

06-10-2003, 01:13 AM#1
SkylineGT[FB]
i played this map, and it had some pretty bad lag in it. so i way thinking, it cut EVERY thing in half, like the hp, attack, attack speed. so that every thing is still in proportion to the original. it is a pretty fun map. but then again, this would be so time consuming. so i came here to ask befor i started to 'cut' the game in half.
06-10-2003, 01:39 AM#2
Sen
Your message makes almost no sense.
let me show you how:

"i played this map",
ok, you played a map

"and it had some pretty bad lag in it"
ok, the map that you played had bad lag

"so i way thinking, it cut EVERY thing in half"
This is where the insanity starts. You were thinking it cut every thing in half? Does it, or do you think that?

"like the hp, attack, attack speed. so that every thing is still in proportion to the original."
Ah, ok, you are probably thinking of MAKING this map, or modifying it.

"it is a pretty fun map."
Never mind.

"but then again, this would be so time consuming."
ok, back to square 1...

so i came here to ask befor i started to 'cut' the game in half.
ok, so you are going to modify it.


Assuming that what you meant is:
"I played a map, it had very bad lag. Then I started to think, 'what if I cut every attribute of the map in half?' Then the lag would go away! But this might be very time consuming to do. Any advice?"

Your assumption that cutting attributes values in half will make any speed increase, is the problem here.

A modern computer calculates 1+1 just as it calculates 2+2, or 1,598,182,389 + 192,485,298. It does not matter to it. If you want me to go into the technical details of why it takes the EXACT same amount of time I will.

Most of the lag in a game is latency between your computer telling the other computers stuff, and your computer recieving stuff. The amount of information relayed can be greatyly reduced by lowering the amount of units on the map, especially if those units are recieving commands. You can tell it is network lag if you can move your mouse around the screen just fine while the lag is taking place.

If you cannot move your mouse around the screen very fast, that is probably your computer lagging, which can generally only be greatly improved by upgrading, or buying a new, computer.

Think a bit harder before you post next time, please re-read your message, as people dont want to respond if they feel you have taken zero effort to post.
06-10-2003, 01:39 AM#3
FyreDaug
So you mean take someone else's game, modify it and play it on bnet....
06-10-2003, 02:02 AM#4
SkylineGT[FB]
SEN: wow man, that must have taken long to write. but didnt answere anything for me.

Fyredaug: well i might modifiy it and then play it on bnet. u got a problem with that? im not gona take credit for it. just say that i did some 'work' on it.

so my question is not answered: will 'cuting' every thing in the map stop or reduce the lag? yes or no?
06-10-2003, 02:13 AM#5
FyreDaug
Doubt it.
06-10-2003, 04:00 AM#6
Sen
Don't ask again, did you bother to read my post??? I answered your question.

You don't seem to take time to post, or to read other people's posts, what are you doing on a message board?
06-10-2003, 08:27 PM#7
SentryIII
If you "cut" all the attributes of every unit, like HP, damage, and cooldown, that won't make the lag any better or worse. On the other hand, if you cut the amount of units that would appear on the map at one time (say a trigger creates 10 units somewhere and you "cut" it to 5 units), then you would have less lag because there is less information needed to be stored in memory.

In other words, NO!

On another note, Sen's post was very detailed and did answer your question, unless you're one of those lazy people who don't read everything 'cause it's too long.

With that said, I bid you good day. :ggani:
06-10-2003, 08:45 PM#8
SkylineGT[FB]
ah forget it. im not gona go this. i actualy have better thing to do that this.
06-10-2003, 09:21 PM#9
piRo-piOn
ok, this is probably a TD... so even tho modding someone else's map is one of the worse things to do and you go to hell for it (coming from an atheist thats a THREAT) but to all you people who encounter this problem you have to add anti-lag-spawning and divide everything by 10 when ur finished making a map (cube D is a good example... but lag is pretty well handled in that).
06-10-2003, 09:41 PM#10
SkylineGT[FB]
no its not a TD. its defend the hill. but just forget about it.
06-11-2003, 03:46 AM#11
Earth-Fury
cut trigger size in half. reduce game text messages. find workarounds for pereotic events.
06-11-2003, 03:54 AM#12
piRo-piOn
td, dth its all the same... spawn a bunch of units and stop em from getting somewhere.
06-11-2003, 04:50 AM#13
Earth-Fury
oftopic post.

and cutign all dmd and atatck values will decrese lag a bit. but triggers are mroe importzant.
06-11-2003, 10:29 AM#14
Sen
Quote:
Originally posted by Earth-Fury
oftopic post.

and cutign all dmd and atatck values will decrese lag a bit. but triggers are mroe importzant.


I really doubt that.

Unless warcraft III does something weird in its scripting system, which I highly doubt it does, cutting the values of anything in half, or decreasing them at all, will have NO effect on the game. EXCEPT in the case where the values were causing de-sync errors, but that has nothing to do with lag.

Do you honestly think it takes a computer a nano-second shorter to calculate 1 times 1 than it takes it to calculate 16386 times 1024? IT DOESN'T! It takes the EXACTLY same amount of time, no more, no less. If you really want an explanation I'll give it to you.
06-11-2003, 03:30 PM#15
Earth-Fury
if there are mass units, there creation will lag liek heck, with less math for the computer to do, the less thee comp will lag. logic my frend, logic.